![]() Notice that Unity automatically attached a Sprite Renderer component, which contains your playership sprite, to the GameObject: In the Hierarchy, click the playership GameObject Unity created for you and look at its details in the Inspector. Then, drag the playership sprite from the Sprites folder into your Scene view: To see for yourself how easy the process is, first select the Scene view. To add a sprite to your game, drag and drop it from your Project folder into your Scene view. In a nutshell, Sprites are easy to work with in Unity, thanks to a great 2D workflow and built-in editor. However, Unity has special techniques for combining and managing these sprite textures to get super efficient performance in your games, as well as a convenient development experience. They are essentially standard textures you would usually use for 3D objects. This option has already been set in the starter project for you.Īt a high level, Sprites are simply just 2D Graphic objects. You can choose 2D or 3D mode when you create a project from scratch. To make this car actually drivable, you need to write a controller for it.Note: 2D games in Unity - quite logically - use the 2D mode of the Unity Editor. Now you should be able to see something like this: Finally, select the car_root GameObject and use the Move Tool to raise it slightly above the ground.Change the names to rearLeft and rearRight respectively. Change the Transform’s Z position of both GameObjects to –1. Select both the frontLeft and frontRight GameObjects.It can be used for objects other than wheels, but it is specifically designed for vehicles with wheels. It has built-in collision detection, wheel physics, and a slip-based tire friction model. To add a Collider to the wheel, go to Add component > Physics > Wheel Collider A special collider for grounded vehicles. Reset the Transform, then set the Transform Position X to –1, Y to 0, and Z to 1. To create the first wheel, select the wheels GameObject, go to GameObject > Create Empty Child, and name it frontLeft.This GameObject is not mandatory, but it is useful for tuning and debugging later. Select car_root and GameObject > Create Empty Child. The car is oriented along the Z axis, so set the Transform’s Z Scale to 3. Reset the Transform to 0 to make it perfectly aligned in local space. Make this cube a child GameObject under car_root. The default mass of 1kg is too light for the default suspension settings change it to 1500kg to make it much heavier. More info See in Glossary component to car_root. Add a Physics 3D Rigidbody A component that allows a GameObject to be affected by simulated gravity and other forces. ![]() Change the GameObject’s name to car_root. To do this, go to GameObject > Create Empty. First, add a GameObject to act as the car root GameObject.Increase the Transform’s Scale fields to 100 to make the Plane bigger. To keep it simple, make sure the ground has a Transform of 0 (on the Transform component in the Inspector Window, click the Settings cog and click Reset). This is the ground the car is going to drive on. More info See in Glossary > 3D Object A 3D GameObject such as a cube, terrain or ragdoll. A GameObject’s functionality is defined by the Components attached to it. To start, select GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. This tutorial takes you through the process of creating a basic functioning car. More info See in Glossary component is powered by the PhysX 3 Vehicles SDK. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. The Wheel Collider An invisible shape that is used to handle physical collisions for an object.
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