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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

Enabling and customizing 3D sound effects

The default spatial setting for an AudioSource component is to be fully 2D. However, the Spatial Blend between 2D and 3D interpretation of a sound playing from a GameObject’s AudioSource is easily changed. Once the 3D location of an AudioSource is brought into the equation, many interesting audio effects are possible to enhance the player’s experience. In this recipe, we’ll move the spatial blend of an AudioSource fully to 3D, and customize the Volume Rolloff, which determines how a sound becomes quieter the further away it is located from the active AudioListener in a scene.

There are scenes where the best location of an AudioListener is not on a camera GameObject. This is often the case for third-person games, where the camera is behind/above the player’s character, and we want the player to hear the sounds that their animated character should be hearing (not where the observing camera is located). In this...

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