Observe how the ball simply rolls off the slope without any significant interaction. Initiate the game preview by clicking the " Play " button. ![]() Position the ball instance in front of the bumper. Begin by going to " Assets/RW/Prefabs " and dragging the " bumperTriangleLeft " prefab into the " Bumpy Parts " section within the Hierarchy.Finally, click " Play " to test your flippers using the left and right arrow keys.Attach the script component " FlipControlLeft " to " FlipLeft-hingejoint " and " FlipControlRight " to " FlipRight-hingejoint ".Save the edited files and return to the Unity application.Declare the necessary variables to access the " HingeJoint2D " and " JointMotor2D " components, create a variable to store the motor speed, and then listen for user interaction in " FixedUpdate " to trigger its motor speed. Now, repeat the above steps for the right flipper.Click Play and try your flippers using the left and right arrow keys. Save the files and return to Unity.Attach the script component FlipControlLeft to FlipLeft-hingejoint and FlipControlRight to FlipRight-hingejoint.Listen for user interaction in FixedUpdate and trigger its motor speed.Create a variable that stores the speed value for the motor.Declare the required variables to gain access to the object’s HingeJoint2D and JointMotor2D components.This action generates an instance of the prefab as a child object. To enhance the visual representation of the plunger effects, navigate to the Hierarchy panel and drag the " plungerEffects " prefab from the directory " Assets/RW/Prefabs " into the " Plunger " object.Assign the " plungerAnchor " as the component's " Connected Rigid Body ". Adjust the " Connected Anchor " to (X: 0, Y: -1).Set the " Distance " to 1 and " Frequency " to 10. Within the " Spring Joint 2D " section, enable " Enable Collision ". ![]() Expand the " Constraints " section and activate " Freeze Position " for the X-axis and " Freeze Rotation " for the Z-axis.In the " Rigidbody 2D" section, set the " Body Type " to " Dynamic " and the " Mass " to 2.Add a " Spring Joint 2D " component to it using the Inspector.Important: Ensure you select the " 2D Spring Joint " option. Within the nested contents, locate and select " Plunger-springjoint ".In the Hierarchy panel, expand the contents of " plungerAnchor " by clicking on the arrow next to it.From the " Mask Interaction " drop-down, choose " Visible Inside Mask ". In the Inspector, locate the Sprite Renderer and select " Efx " from the Sorting Layer drop-down. Now, select the " TreeCircle " GameObject in the Hierarchy.Click on the circular icon to access the list of sprite assets, then choose " trees_mask ". Within the Inspector panel, locate the Sprite field within the Sprite Mask component. ![]()
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