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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)

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Here are some ways to take your Shader Graph features even further.

You could use Sine Time to create a pulsating glow effect, as follows:

  • You could make the glow effect pulse by creating a Time node and then link the Sine Time (1) output to the Fresnel Effect node's input of Power (1). As the Sine Time value changes between - 1/0/+1, it will influence how strong the Fresnel Effect is, changing the brightness of the glow effect.

Another way to find exposed property IDs (and to get more of an idea of how Unity internally sees Shader Graphs) is to use the Compile and Show Code button.

When you are viewing the properties of a Shader Graph asset in the Inspector widow, you'll see a button entitled Compile and Show Code. If you click this, you'll see a generated ShaderLab code file in your script editor.

This isn't the actual code used by Unity, but it provides a good idea of the code that is generated from your Shader Graph. The internal...

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