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Unity 2021 Cookbook

Unity 2021 Cookbook

By : Matt Smith, Shaun Ferns
5 (10)
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Unity 2021 Cookbook

Unity 2021 Cookbook

5 (10)
By: Matt Smith, Shaun Ferns

Overview of this book

If you are a Unity developer looking to explore the newest features of Unity 2021 and recipes for advanced challenges, then this fourth edition of Unity Cookbook is here to help you. With this cookbook, you’ll work through a wide variety of recipes that will help you use the essential features of the Unity game engine to their fullest potential. You familiarize yourself with shaders and Shader Graph before exploring animation features to enhance your skills in building games. As you progress, you will gain insights into Unity's latest editor, which will help you in laying out scenes, tweaking existing apps, and building custom tools for augmented reality and virtual reality (AR/VR) experiences. The book will also guide you through many Unity C# gameplay scripting techniques, teaching you how to communicate with database-driven websites and process XML and JSON data files. By the end of this Unity book, you will have gained a comprehensive understanding of Unity game development and built your development skills. The easy-to-follow recipes will earn a permanent place on your bookshelf for reference and help you build better games that stay true to your vision.
Table of Contents (15 chapters)
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2
Responding to User Events for Interactive UIs
3
Inventory and Advanced UIs
6
2D Animation and Physics
13
Advanced Topics - Gizmos, Automated Testing, and More
15
Virtual and Augmented Reality (VR/AR)

How it works...

In this recipe, you created a prefab containing the properties of a 3D Plane named tile, which contained a component instance object of the ClickMeToSetDestination C# script class.

The TileManager script class loops to create 50 x 50 instances of this tile Gameobject in the scene.

When you run the game, if you click on the mouse button when the mouse pointer is over a tile, the NavMeshAgent component inside the Sphere-arrow GameObject is set to that tile's position. So, the Sphere-arrow GameObject will move toward, but stop just before reaching, the clicked tile position.

The Y value of 0.01 means the plane will be just above the terrain, so we avoid any kind of Moire interference pattern due to meshes being at the same location. By subtracting rows/2 and cols/2 from the X and Z positions, we center our grid of tiles at (0, Y, 0).

Moire patterns or large-scale interference patterns occur when two similar patterns are overlaid...
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