Version with Chipmunk and some improvements/fixes.
Fixed behavior when player hits wall. Now it doesn't trespass it.
Continue working with Chipmunk, replaced cube blocks by planes, improved player collision against wall.
Removed rigidbody from SpawnPositionTrigger and added ChipmunkShape as sensor. FPSHud can work with coroutine or by update-time. Goomba isn't destroyed, just deactivated
InputTouchManager and InputListener: removed unnecessary logic
QuadTree implementation in InputTouchManager v1
QuadTree implementation in InputTouchManager v1.1
QuadTree implementation in InputTouchManager v1.2
QuadTree implementation in InputTouchManager v1.3 Add into QuadTree is working fine
QuadTree implementation in InputTouchManager v1.4. Fixed remove of listener.
QuadTree implementation in InputTouchManager v1.5. New remove of listener logic. Other changes
QuadTree implementation in TouchEventManager v1.6. Some fixes
Added Unity's layers into Chipmunk engine. Every GameObject with a ChipmunkShape can attach a script to define CP layers.
Added Unity's layers into Chipmunk engine. Goomba hadn't the script. Now it does.
Fixed Spawn Position issue
QuadTree implementation in InputTouchManager v1.6. Final
Change Input.GetKey by Input.GetAxis and by Input.GetButton
PauseGameManager for pausable components v1.0
PauseGameManager for pausable components v1.1
Fixed Input.GetButton("Fire1") always pressed when using touch events