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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)
Cameras and Rendering Pipelines

We should always pay attention to Cameras. They are the windows through which our players see our games. In this chapter, we will explore a range of methods for using Cameras to enhance a player's experience.

A Scene can contain multiple cameras. Often, we have one Main Camera (by default, we're given one with a new Scene). For First-Person viewpoint games, we control the position and rotation of the Camera directly, since it acts as our eyes. In Third-Person viewpoint games, our main camera follows an animated 3D character (usually from above, behind, or over the shoulder). It can slowly and smoothly change its position and rotation as if a person were holding the camera and moving to keep us in view.

Perspective Cameras have a triangular pyramid-shaped volume of space in front of them, called a frustrum. Objects inside...

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