This exercise demonstrates a transition to the Universal Render Pipeline in Unity.
If the project was created in 3D or 2D default settings from the Unity Hub, here is a set of 3 steps to upgrade the project to URP.
The exercise here demonstrates implementing wall jumping in Unity.
Without going further into anything, an in built class from the Unity Engine Library has to be understood.
Unity provides an out of the box class that addresses collision based matters.
The exercise here demonstrates a simple approach to deploy spawning of the player object in a platformer game.
Below are the basic tasks to accomplish this.
The exercise here demonstrates implementing a modular moving platform as a prefab in Unity.
To begin with, it is imperative to setup the camera follow the player object in a platformer project. To do so, it is just a simple drag and drop.
The exercise here demonstrates implementing jumping mechanism as part of the customized physics controller in Unity.
The jump task closely resembles to what gravity does in this project. However, the y direction gets a positive value instead of the negative one.
By following these steps, one jump could be written…
The exercise here demonstrates implementing a customized physics controller in Unity.
For moving a 3D object, the required data is as followed.
The direction input shall give left or right signal for movement. The velocity input shall accelerate the movement at a certain speed. …