Create Opponent
- Setup a template asteroid object (chapter 8)
- Save it as a Prefab (chapter 9)
- Expand programming so it happens in groups
Part 1
Create Placeholder Game Object called Asteroid(reset transforms, change z above player object so we can see them relative to each other)
Drag and drop the model for an asteroid into it(reset transforms)
[ This continues the pattern of Parent object holds the program, child is what to render.]
Back at “Asteroid” Add rigidbody(no gravity, no angular drag) , Capsule collider and scale it.
Back at “asteroid” add a new c# program with “start” routine so we can set a random tumble for the object when it starts
That takes care of start. But what about hit? New Object for that that has a collider trigger like the boundary(but enter not exit variety)
So on the same “asteroid” object, create another c# script called DestroyByContact
Debug.Log(other.name);