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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)

Using a yellow debug ray to show the destination of the AI agent

We can show a debug ray from a moving object to its destination tile by creating the MouseOverHighlighter C# script class with the following contents. We then add an instance object as a component to the NavMeshAgent component's controlled Sphere-arrow GameObject:

using UnityEngine;
using UnityEngine.AI;

public class DebugRaySourceDestination : MonoBehaviour {
void Update() {
Vector3 origin = transform.position;
Vector3 destination = GetComponent<NavMeshAgent>().destination;
Vector3 direction = destination - origin;
Debug.DrawRay(origin, direction, Color.yellow);
}
}

The preceding code uses the current position of the character (transform.position our moment origin) and the destination point (GetComponent<NavMeshAgent>().destination) as the two endpoints to display a yellow debug ray.

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