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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)

Working with arrays of waypoints

Having a separate WaypointManager C# script class to simply swap between Capsule-waypoint-0 and Capsule-waypoint-3 may have seemed to be a bit heavy duty and a case of over-engineering, but this was actually a very good move. An instance object of the WaypointManager script class has the job of returning the next waypoint. It is now very straightforward to add the more sophisticated approach of having an array of waypoints, without us having to change any code in the ArrowNPCMovement C# script class. We can choose a random waypoint to be the next destination; for example, see the Choosing destinations finding the nearest (or a random) spawnpoint recipe in Chapter 14, Choosing and Controlling Positions. Or, we can have an array of waypoints and choose the next one in the sequence.

To improve our game so that it works with an array of waypoints to be followed in sequence, we need to do the following...

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