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Unity Cookbook

Unity Cookbook

By : Matt Smith, Shaun Ferns, Sinéad Murphy
4.7 (27)
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Unity Cookbook

Unity Cookbook

4.7 (27)
By: Matt Smith, Shaun Ferns, Sinéad Murphy

Overview of this book

Unleash your game development potential with Unity Cookbook, 5th Edition, designed to equip you with the skills and knowledge needed to excel in Unity game development. With over 160 expertly crafted recipes empowering you to pioneer VR and AR experiences, excel in mobile game development, and become a master of audio techniques. In this latest edition, we've meticulously curated a collection of recipes that reflect the latest advancements in Unity 2023, ensuring you stay at the forefront of game development. You'll discover dedicated recipes for First/Third Person (Core) templates, create engaging mobile games, delve into Virtual and Augmented Reality, and go further with audio by exploring advanced techniques. Additionally, the book has been fully updated to incorporate the new input system and TextMeshPro, essential elements for modern game development. From exploring C# scripting to crafting stylish UIs, creating stunning visual effects, and understanding shader development through Shader Graph, every chapter is designed to take you closer to your goal of becoming a proficient Unity developer. So, whether you're aiming to develop the next hit game, enhance your portfolio, or simply have fun building games, this book will be your trusted companion on your journey to Unity proficiency.
Table of Contents (22 chapters)
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Index

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 will use Physics.Raycast to set the position of the location that’s clicked on as the new destination for a NavMeshAgent controller object. The actual route that’s 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 can calculate the lowest-cost route, which may not be...

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