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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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Other Books You May Enjoy
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Index

A Camera to always look at and follow the Third Person Controller

Our project uses the Third Person Character Controller Starter Assets, and this package includes mouse-control functionality for the character’s direction, so in this recipe, we’ll create a Camera to move with and look at the third-person character by creating a Cinemachine Virtual Camera that always follows our robot’s PlayerCameraRoot GameObject.

It’s always good to give players choices and control over their gaming experience. In this recipe, we’ll set up a mouse-controllable Cinemachine FreeLook Camera and let the player switch to it.

Getting ready

This recipe builds on the basic scene created in the first recipe of this chapter. So, make a copy of that one to work on in this recipe.

How to do it...

To create a Camera that will always look at and follow the Third Person Controller, perform the following steps:

  1. Open the BasicScene scene.
  2. This...

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