Player GameObject
Last updated
Last updated
Follow Steps below to create the and configure the Player GameObject
Select GameObject in the top menu, select: GameObject > 2D Object > Sprite, this should add a new item in the Hierarchy panel. Select this new gameObject in the Hierarchy Panel, Now, the Inspector panel should show details of this selected gameObject, rename the gameObject by typing the 'Player' or into the top textbox in the Inspector panel. To select a sprite image (from the assets tab) to associate with this new 2D object, you will select/press the small circle icon to the right of the Sprite Renderer Component's Sprite field. This will create a new pop-up window that shows all possible items in the assets that can be selected as the sprite to be rendered.
The Physics2D Engine manages movement and collisions for 2D gameObjects. We'll add Rigidbody2D for gameObjects that need to move in a scene. We'll add Collider2D components to give gameObjects a physical boundary for collisions with other gameObjects.
This component puts a gameObject's movement under control of the Physics2D engine. The gameObject's movement should be managed using Physics2D methods which can add forces to the object, change the velocity, etc. The Physics2D engine should be used to determine a moving gameObject's changing position values. In contrast, moving a gameObject by changing the transform position values is not recommended. The Rigidbody2D component manages movement of the gameObject's colliders in an optimized manner. You will need to expand the Constraints section so you can FreezeRotation for the Z axis as shown in the image above. Any gameObject that will be moving in a scene should have a Rigidbody2D component.
This component gives sprites a physical presence, it gives them a collision boundary, it allows for collision interactions with other gameObjects that also have Collider2D component. GameObjects that will have any movement during gameplay should have an attached Rigidbody2D component which also manages movement of the object's Collider2D's. Multiple colliders can be used on a single gameObject, if the boundaries overlap, they will act as a composite collider for the gameObject. Sometimes you may also have a small collider nested within a larger collider, where the outer-collider can function as a trigger, but the inner collider will interact with the floor's collider to keep the object within the scene.
IsTrigger - when checking this checkbox: then this collider will not display collision interaction behavior, but it will cause the OnTriggerEnter2D event to be exectued. This is often used for sensing movement into zones, or for for objects that will be destroyed.
Background Create a 2D Sprite GameObject by selecting a sprite that can be used as a background image - scale to fill the camera's viewport. Objects higher in the Hierarchy panel are rendered behind gameObjects lower in the Hierarchy.
Use Sorting Layers as the preferred method for ordering sprite layering for rendering. Unity Tutorial Video on SortingLayers
Player Create a 2D Sprite GameObject
Select desired sprite from the Assets for the SpriteRenderer component's sprite field (as detailed above).
Add Physics2D > RigidBody2D Component - this is required for objects that will have movement, physics forces should be used to give movement to gameObjects.
Add Physics2D > Collider2D Components - select 1 or more Colliders to fit your gameObject. Select the Edit-collider button to change the size of the collider, manually change the x or y offset.
Create C# Script: PlayerController - Simple Version (script provided below
Add PlayerController as a Script Component to Player GameObject