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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 new Power property for your Shader Graph that combined with the Fresnel color effect so that a value of 0 will turn off the effect. You looked up the internal IDs of the Power and Color properties and updated the C# script so that it can update these properties.

The script class checks for the 0/1/2 keys and turns the effect off, to a red glow, or to a blue glow, respectively. The script class can influence the Shader Graph because we found the internal IDs that referred to the Power and Glow color variables.

By combining publicly exposed properties with code, we can change Shader Graph values at runtime through events detected by code.

At the time of writing this book, the current version of Shader Graph doesn't provide a convenient way to access exposed properties using the names chosen in the Shader Graph Blackboard, hence the need to look up the internal ID needed for the material.SetFloat(powerId, power) statement...

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