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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
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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)

The FindAndDisplayBlipsForTag(...) method

This method inputs two parameters: the string tag for the objects to be searched for, and a reference to the RawImage prefab to be displayed on the radar for any such tagged objects within the range.

First, the current position of the player's character is retrieved from the cached player Transform variable. Next, an array is constructed, referring to all GameObjects in the scene that have the provided tag. This array of GameObjects is looped through, and for each GameObject, the following actions are performed:

  • The position of the target GameObject is retrieved.
  • The distance from this target's position to the player's position is calculated.
  • If this distance is within the range (less than or equal to insideRadarDistance), then the CalculateBlipPositionAndDrawBlip(...) method is called.
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