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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
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15
Virtual and Augmented Reality (VR/AR)

How it works...

In this recipe, you added two scenes to the build so that they can be selected in our scripts using SceneManager during PlayMode testing.

We opened menuScene so that we can clearly see when Unity runs different scenes during our PlayMode testing – and we'll see the menu scene reopened after testing takes place.

There is a SetUp() method that is executed before each test. The SetUp() and TearDown() methods are very useful for preparing things before each test and resetting things back to how they were before the test took place. Unfortunately, aspects such as loading our door scene before running each test, and then reloading the menu after each test, involve waiting until the scene load process has completed. We can't place yield statements in our SetUp() and TearDown() methods, so you'll see that each test has repeated scene loading at the beginning and end of each test:

// load scene to be tested
yield return SceneManager.LoadSceneAsync(sceneToTest...
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