Unity2D-Synthetic Watermelon

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<span style=”color: #000000; font-family: “PingFang SC”, Arial, “Hiragino Sans GB”, STHeiti, “Microsoft YaHei”, “WenQuanYi Micro Hei”, sans-serif; font-size: 16px; font-style: normal; font-variant-ligatures: no-common-ligatures; font-variant-caps: normal; font-weight: 600; letter-spacing: normal; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-text-stroke-width: 0px; background-color: #FFFFFF; text-decoration-thickness: initial; text-decoration-style: initial; text-decoration-color: initial; display: inline !important; float: none;”>material resources:fruits.zip

<span style=”color: #000000; font-family: “PingFang SC”, Arial, “Hiragino Sans GB”, STHeiti, “Microsoft YaHei”, “WenQuanYi Micro Hei”, sans-serif; font-size: 16px; font-style: normal; font-variant-ligatures: no-common-ligatures; font-variant-caps: normal; font-weight: 600; letter-spacing: normal; orphans: 2; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; -webkit-text-stroke-width: 0px; background-color: #FFFFFF; text-decoration-thickness: initial; text-decoration-style: initial; text-decoration-color: initial; display: inline !important; float: none;”>pack project:fruits.zip

Unity version:2021.3.34f1c1

I’ve recently been learning Unity and created a mobile game similar to “Merge Big Watermelon.” The game primarily utilizes Unity’s physics engine, incorporating collisions, rebounds, friction, and code-controlled synthesis of new objects.

Title of this article:<Unity2D-Synthetic Watermelon>Author:minimini
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