Sign In Start Free Trial
Account

Add to playlist

Create a Playlist

Modal Close icon
You need to login to use this feature.
  • Unity 2021 Cookbook
  • Toc
  • feedback
Unity 2021 Cookbook

Unity 2021 Cookbook

By : Matt Smith, Shaun Ferns
5 (10)
close
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)
close
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
chevron up
15
Virtual and Augmented Reality (VR/AR)

How it works...

We had no need for the Player class since this recipe uses the built-in runtime class called PlayerPrefs, which is provided by Unity.

Unity's PlayerPrefs runtime class is capable of storing and accessing information (the string, int, and float variables) in the user's machine. Values are stored in a plist file (Mac) or the registry (Windows), in a similar way to web browser cookies, which means they are remembered between game application sessions.

Values for the total correct and incorrect scores are stored by the Start() methods in the IncrementCorrectScore and IncrementIncorrectScore classes. These methods use the PlayerPrefs.GetInt("") method to retrieve the old total, add 1 to it, and then store the incremented total using the PlayerPrefs.SetInt("") method.

These correct and incorrect totals are then read each time the scene0_mainMenu scene is loaded, and the score...

bookmark search playlist download font-size

Change the font size

margin-width

Change margin width

day-mode

Change background colour

Close icon Search
Country selected

Close icon Your notes and bookmarks

Delete Bookmark

Modal Close icon
Are you sure you want to delete it?
Cancel
Yes, Delete