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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
15
Virtual and Augmented Reality (VR/AR)
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How it works...

The build target needed to be set to Android this is because we had previously added the Android module via Unity Hub. By connecting our Quest headset to the computer with a USB cable, and enabling USB access to the Quest, we were able to set the Android device to our specific USB connected Quest headset (choosing the device by serial number).

We imported the XRI Interaction Toolkit, allowing us to use those asset files to set up several sets of action presets for our project, especially those for the left- and right-hand controllers. By creating a new XR Rig GameObject after those defaults were set, XR Rig automatically assigned the default input actions, saving us the work of assigning a set of actions to the right and left controller GameObjects. We were also able to set these controller GameObjects to use the controller model prefabs from the examples provided by the VR project template so that we can see controller objects when running...

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