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m_Untranslated: Personalize your bedroom by adding some more furniture. Use
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A rocking horse and basketball net might also be fun, since this is a kid\u2019s
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collisions and interactions within the environment. Without a collider,
an object has no physical boundaries and other objects can go right through
it \u2014 like a cloud.\n\nThe sphere primitive you added earlier for the
ball already came with a <b>Sphere</b> collider \u2014 that's what the
Physics Material is attached to.\n\nUnity provides various collider shapes
(such as sphere, cube, and capsule colliders). However, since the ramp
has an irregular shape, you\u2019ll use something called a <b>Mesh</b>
collider, which conforms to the unique shape of the object\u2019s mesh
(3D shape)."
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m_Untranslated: "<b>1.</b> Select the ramp in your scene. \n\n<b>2.</b>
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for 'Mesh collider'. Add the <b>Mesh</b> collider component to the ramp.
\n\n<b>3.</b> In the <b>Mesh</b> collider component, enable the <b>Convex</b>
property. \n\nEnabling the <b>Convex</b> property simplifies the collider
into a convex shape, almost as if you were wrapping the object in some
hard material. Unity needs <b>Mesh</b> colliders to be set as <b>Convex</b>
to allow them to interact with other objects.\n\n<b>4.</b> With the <b>Mesh</b>
collider added and set as <b>Convex</b>, enter Play mode to test the ball's
interaction with the ramp. \n\n<b>5.</b> Exit <b>Play</b> mode and save
your scene."
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m_Untranslated: "Congratulations on making a ball bounce around your room
in an interesting way! \n\nHere are some of the things you learned how
to do along the way:\n\n\u2022 Add a 3D primitive to a scene. (<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/PrimitiveObjects.html?utm_source=learnTPOCi'>more</a>)\n\u2022
Describe the default characteristics of a primitive. (<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/GameObjects.html?utm_source=learnTPOCi'>more</a>)\n\u2022
Make a new material in the <b>Project</b> window. (<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/materials-introduction.html?utm_source=learnTPOCi'>more</a>)\n\u2022
Explain the attributes a material adds to a GameObject. (<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/StandardShaderContextAndContent.html?utm_source=learnTPOCi'>more</a>)\n\u2022
Assign a material to a GameObject by dragging it from the <b>Project</b>
window into <b>Scene</b> view. (<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/materials-introduction.html?utm_source=learnTPOCi'>more</a>)\n\u2022
Change the basic properties of a material. (<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/StandardShaderMaterialParameters.html?utm_source=learnTPOCi'>more</a>)\n\u2022
Add a component to a GameObject via the <b>Inspector</b> window. (<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/UsingComponents.html?utm_source=learnTPOCi'>more</a>)\n\u2022
Explain the attributes that a <b>Rigidbody</b> component adds to a GameObject.
(<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/class-Rigidbody.html?utm_source=learnTPOCi'>more</a>)\n\u2022
Make a new Physics material in the project window. (<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/create-apply-physics-material.html?utm_source=learnTPOCi'>more</a>)\n\u2022
Explain the attributes a Physics material adds to a GameObject. (<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/CollidersOverview.html?utm_source=learnTPOCi'>more</a>)\n\u2022
Identify specific components in the <b>Inspector</b> window. (<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/UsingComponents.html?utm_source=learnTPOCi'>more</a>)\n"
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m_Untranslated: Proceed to the next tutorial where you'll add a tower of
blocks for the ball to knock over!
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m_Untranslated: "The first step in creating a bouncing ball is adding a simple
sphere in the scene. \n\nUnity provides you with a number of primitive
shapes that you can add, including a sphere, a cube, a cylinder, a capsule,
and even a flat plane. These simple shapes can be used as building blocks
and as placeholders for more complex models. \n\nHere, you'll create a
sphere and rename it \u201CBall\u201D, which will later bounce off a ramp."
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m_Untranslated: "<b>1.</b> In the <b>Hierarchy</b> window, right-click in
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When you create the sphere, it may appear in a seemingly random location,
which is actually based on the object you last framed in the <b>Scene</b>
view. You might not even see the sphere after creating it. Don\u2019t worry
about its location for now! \n\n<b>2.</b> Right-click on the new <b>Sphere</b>
GameObject in the <b>Hierarchy</b> window, select <b>Rename</b>, and rename
it \u201CBall\u201D."
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m_Untranslated: "The ball is currently way too big \u2014 you need to make
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scale is relative to real-world measurements, where 1 unit typically equals
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makes it about the size of a standard kid\u2019s ball \u2014 about one
quarter of a meter in diameter, which is just less than one foot wide."
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component, set the <b>Ball</b> GameObject's <b>Scale</b> to <b>X = 0.25,
Y = 0.25,</b> and <b>Z = 0.25.</b>\n\n<b>Note: </b> You can also select
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\u201CBall_Mat\u201D (short for \u201CBall Material\u201D). \n\nYou have
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then exit Play mode.\n\n<b>Important:</b> You must exit <b>Play</b> mode
whenever you\u2019re done testing. While you\u2019re in Play mode, no edits
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view that you've successfully applied the new Physics Material until you
test it.\n\n<b>4.</b> To observe the changes, select the <b>Play</b> button
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shape of your GameObject. A mesh is a wireframe 3D model. In the case of
the ball, the Mesh is set to a Sphere shape.\n\n<b>4.</b> Locate the <b>Mesh
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Prefabs</b> folder within the <b>Project</b> window (next to your <b>Block</b>
prefab). \n\nThis action converts your GameObject into a reusable prefab.
\n\nNow, you can easily create multiple instances of your <b>Block_Tower</b>
throughout your scene.\n\n<b>3.</b> Add a few more of these towers to
your scene to make for a more interesting collision. \n\n<b>4.</b> Enter
Play mode to test the collision path with multiple towers. \n\n<b>Note:</b>
If you want, edit the block tower in prefab editing mode to make it a more
interesting structure. "
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m_Untranslated: With so many towers in your scene, the ball may once again
have a hard time knocking all of the blocks over. But what would happen
if the ball was ten times heavier? Or one hundred times heavier?
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<b>2.</b>
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<b>3.</b>
Enter Play mode and watch the blocks fly!
<b>Note:</b> Remember
to save your scene often with <b>Ctrl+S</b> (macOS: <b>Cmd+S</b>).'
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for the kids\u2019 bedroom!\n\nHere are some of the things you learned
how to do along the way:\n\n\u2022 Reset the <b>Transform</b> component
to reposition an object at the origin. (<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/UsingComponents.html?utm_source=learnTPOCi'>more</a>)\n\u2022
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Identify a prefab instance in the <b>Hierarchy</b> window. (<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/Prefabs.html?utm_source=learnTPOCi'>more</a>)\n\u2022
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<b>Pivot</b> position. (<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/class-Transform.html?utm_source=learnTPOCi'>more</a>)\n\u2022
Edit a prefab in prefab mode. (<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/Prefabs.html?utm_source=learnTPOCi'>more</a>)\n\u2022
Assign a material to a GameObject by changing the <b>Mesh Renderer</b>
component. (<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/materials-introduction.html?utm_source=learnTPOCi'>more</a>)\n\u2022
Make an empty GameObject as a parent for other GameObjects. (<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/Hierarchy.html?utm_source=learnTPOCi'>more</a>)\n\u2022
Arrange GameObjects in parent-child relationships using the <b>Hierarchy</b>
window. (<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/Hierarchy.html?utm_source=learnTPOCi'>more</a>)\n"
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scene.
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and name the new folder \u201CMy Prefabs\u201D.\n\n<b>Tip</b>: Just like
you did in the <b>Hierarchy</b> window, you can access this <b>Create</b>
menu using the <b> (+) </b> button or by right-clicking in an empty space
in the <b>Project</b> window.\n\n<b>3.</b> Click and drag your <b>Block</b>
GameObject from the <b>Hierarchy</b> window into the <b>My Prefabs</b>
folder in the <b>Project</b> window. \n\n<b>Note</b>: When you drag a
GameObject from the <b>Hierarchy</b> window into any folder in the <b>Project</b>
window, it converts the object into a prefab.\n\nObserve that the block
in the <b>Hierarchy</b> window turns blue, indicating it is a copy \u2014
or an <b>instance</b> \u2014 of a prefab."
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tower doesn\u2019t need to be perfect! As long as it stands up, it'll work
well. In fact, it may even be more visually interesting if it\u2019s not
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at their pivot point.\n\n<b>2.</b> Drag multiple instances of the <b>Block</b>
prefab from the <b>Project</b> window into your scene, positioning them
to form a tower. \n\n<b>Hint:</b> In order to make sure your blocks are
aligned, you should examine the tower from all angles. Sometimes it might
look aligned from one angle, but not from another. Try framing the block
you\u2019re working with, then orbiting it or using the <b>Scene</b> view
gizmo to examine it from different angles. \n\n<b>3.</b> After constructing
your tower, enter <b>Play</b> mode to observe how the tower behaves.\n\n<b>4.</b>
Exit <b>Play</b> mode and make any necessary adjustments to the position
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over all those blocks. By default, the <b>Rigidbody</b> component sets
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knock over a tower made of three 1kg blocks! \n\nIn this step, you will
reduce the weight of your <b>Block</b> prefab, and in doing so, reduce
the weight of every block in the scene \u2014 that\u2019s the beauty of
prefabs! \n\nTo do this, you'll enter <b>prefab editing mode,</b> a powerful
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m_Untranslated: "<b>1.</b> In the Unity Editor, locate your <b>Block</b>
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prefab to enter prefab editing mode. \n\nThis mode allows you to make changes
to the prefab independently of your scene. You\u2019ll know you\u2019re
in prefab editing mode when the rest of your scene disappears from the
<b>Scene</b> view and you can only see the block.\n\n<b>3.</b> With the
<b>Block</b> prefab in prefab editing mode, navigate to the <b>Rigidbody</b>
component in the <b>Inspector</b> window and reduce the <b>Mass</b> property
to <b>0.1kg.</b>\n\n<b>4.</b> To exit prefab editing mode, select the
small back arrow at the top of the <b>Hierarchy</b> window. \n\nThis action
will return you to the main scene.\n\n<b>5.</b> After exiting prefab editing
mode, test the changes by entering <b>Play</b> mode. Observe how the ball
can now much more easily knock over the tower. \n\nRemember to exit <b>Play</b>
mode when you\u2019re done testing."
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m_Untranslated: It can be tricky to get the camera perfectly aligned using
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in the <b>Scene</b> view.
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m_Untranslated: "<b>1.</b> In the <b>Scene</b> view, use Flythrough mode
(WASD + right-click) to get the perfect view of the bouncing ball and your
block towers. \n\n<b>2.</b> Select the <b>Camera</b> GameObject in the
<b>Hierarchy</b> window.\n\n<b>3.</b> Press <b>Ctrl+Shift+F</b> (macOS:
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view. \n\n<b>Note:</b> With the <b>Camera</b> still selected, you could
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Trying to do these minor movements in the <b>Scene</b> view with Flythrough
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the right mouse button to do small movements. You can also use the Q and
E keys in Flythrough mode to go up and down."
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