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  • Book Overview & Buying Unity 2021 Cookbook
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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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Free Chapter
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
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15
Virtual and Augmented Reality (VR/AR)

How it works...

The sprite sheet was automatically sliced up into hundreds of 128 x 128-pixel sprite squares. We created the prefab objects from some of these sprites so that the copies can be created at runtime when needed.

The text file called level1.txt contains the lines of text characters. Each non-space character represents where a sprite prefab should be instantiated (column = x; row = y). These characters have been chosen so that the text file is human-readable. As shown in the following screenshot, when displayed in a text editor with a fixed-width (typewriter) font, the text file gives us a good idea of how the actual sprite-based graphical 2D map will look:

Figure 13.13 – The text-level data viewed in a code editor

In the LoadMapFromTextfile script class, a C# dictionary variable named dictionary is declared and initialized in the Start() method to associate the specific prefab GameObjects with some particular...

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