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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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20
Other Books You May Enjoy
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Index

Using scripts to control 3D animations (old input system)

In the previous recipe, we created a simple transition in our Animator Controller from Entry to the Idle animation. However, when we control a character, we will want it to run different animations depending on our inputs – idle, walking running, jumping, and so on. Different events will determine which animation clip we want our character to execute – such as pressing the WASD-SPACE keys or changing from a walking animation to a running one depending on our character’s speed of movement, and so on.

Unity has two input systems. The old input system works fine, however, the new input system adds more abstraction between devices generating input events (such as keyboards, mice, game controllers, etc.) and the code that responds to actions indicated by those input events. In this recipe, we’ll use the old input system, and in the recipe that follows, we’ll explore how to use the new input...

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