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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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Making a platform start falling once stepped on using a Trigger to move animation from one state to another

In many cases, we don't want an animation to begin until some condition has been met, or some event has occurred. In these cases, a good way to organize the Animator Controller is to have two animation states (clips) and a Trigger on the Transition between the clips. We use code to detect when we want the animation to start playing, and at that time we send the Trigger message to the Animation Controller, causing the Transition to start.

In this recipe, we'll create a water platform block in our 2D platform game; such blocks will begin to slowly fall down the screen as soon as they have been stepped on, and so the player must keep on moving otherwise they'll fall down the screen with the blocks too! It looks as follows:

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