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Unity 2018 Cookbook

Unity 2018 Cookbook

By : Matt Smith, Francisco Queiroz
3.7 (3)
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Unity 2018 Cookbook

Unity 2018 Cookbook

3.7 (3)
By: Matt Smith, Francisco Queiroz

Overview of this book

With the help of the Unity 2018 Cookbook, you’ll discover how to make the most of the UI system and understand how to animate both 2D and 3D characters and game scene objects using Unity's Mecanim animation toolsets. Once you’ve got to grips with the basics, you will familiarize yourself with shaders and Shader Graphs, followed by understanding the animation features to enhance your skills in building fantastic games. In addition to this, you will discover AI and navigation techniques for nonplayer character control and later explore Unity 2018’s newly added features to improve your 2D and 3D game development skills. This book provides many Unity C# gameplay scripting techniques. By the end of this book, you'll have gained comprehensive knowledge in game development with Unity 2018.
Table of Contents (22 chapters)
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Point-and-click Raycast with user-defined higher-cost Navigation Areas

Rather than indicating a desired destination by clicking an object or tile, we can use Unity's built-in Physics.Raycast(...) method to identify which Vector3 (x,y,z) position relates to the object surface in the game.

This involves translating from the 2D (x,y) screen position to an imagined 3D "ray" from the user's point of view, through the screen, into the game world, and identifying which object (polygon) it hits first.

This recipe uses Physics.Raycast to set the position of the location clicked on as the new destination for a NavMeshAgent controller object. The actual route followed can be influenced by defining Navigation Mesh Areas of different costs. For example, walking through mud or swimming through water can have a higher cost, since they would take longer, so the AI NavMeshAgent...

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