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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
15
Virtual and Augmented Reality (VR/AR)

How it works...

In this recipe, we learned how to add the Unity Particle Pack asset package to a new project and explored the included sample scene.

The Particle Pack package includes many prefabs for each of the sample particle systems. We were able to select one prefab, LargeFlame, and create our own scene with a concrete floor Material for a 3D Plane, and then make this floor look like it was on fire by adding a clone of the LargeFlame prefab.

Prefabs can be used for different purposes, as shown in this demo scene. So, we were able to make use of the CandleFlame prefab from the Unity examples and use it as the flame for a simple model of a flaming torch. We did this by using a 3D Cube and a 3D Cylinder.

Unity provides many prefabs of ready-to-use particle effects. In many cases, as in this recipe, we just need to import the pack from Unity and then create GameObjects in our own scenes using the assets provided by Unity.

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