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• A structured approach: I have tried to explain Physics and Unity3D in a
reader-friendly way. Most books claim to do this, but my experience with a
variety of books has proven otherwise. What students and developers will
nd in my book are short, precise explanations of terms and concepts that
are written in an understandable language. For example, I have used more
images rather than text to explain steps of implementations, which gives a
better understanding for readers.
What this book covers
Chapter 1, Introduction to Physics in Unity3D, serves as a quick introduction to Physics,
and specically Physics in Unity3D. We will also learn about in-built Physics, as well
as Unity3D and the uses of Physics in an interactive development.
Chapter 2, Using Different Colliders for Interaction, focuses on colliders, their types in
Unity3D, and how we can dene the collision shape of objects in a scene.
Chapter 3, Overview of Collision Matrix, explains matrices, their types, and how we can
dene a collision shape of objects in a scene explaining a matrix.
Chapter 4, Rigidbody Types and Their Properties, focuses on Rigidbodies and their types
Chapter 5, Joint Types and Their Properties, describes joints and their types in Unity 3D.
Chapter 6, Animation and Unity3D Physics, gives in-depth knowledge on how to use
Physics in animation in Unity3D. We will be developing complex animations and
also see some examples of animation using Physics.
Chapter 7, Optimizing Application's Performance Using Physics in Unity3D, teaches you
how you can optimize applications and games if you use Physics in Unity3D.
What you need for this book
The code examples in this book should work on most modern operating systems.
To install Unity3D, go to https://unity3d.com/unity/download. For the system
requirements, check out https://unity3d.com/unity/system-requirements.