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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 CalculateBlipPosition(...) method

First, we calculate angleToTarget, which is the angle from (0, 0, 0) to our normalized target position.

Next, we calculate anglePlayer, which is the angle the player's character is facing. This recipe makes use of the yaw angle of the rotation, which is the rotation about the Y-axis; that is, the direction that a character controller is facing. This can be found in the Y component of a GameObject's eulerAngles component of its transform. You can imagine looking from above and down at the character controller and seeing what direction they are facing  this is what we are trying to display graphically with the radar.

Our desired radar angle (the angleRadarDegrees variable) is calculated by subtracting the player's direction angle from the angle between the target and player, since a radar displays the relative angle from the direction that the player is facing to the target object. In mathematics, an angle of zero indicates an east direction. To correct this, we need to also subtract 90 degrees from the angle.

The angle is then converted into radians since this is required for these Unity trigonometry methods. We then multiply the Sin() and Cos() results by our normalized distances to calculate the X and Y values, respectively (see the following diagram):

Figure 2.37 – Calculation for the blip method
In the preceding diagram, alpha is the angle between the player and target object, "a" is the adjacent side, "h" is the hypotenuse, and "o" is the side opposite the angle.

Our final position values need to be expressed as pixel lengths, relative to the center of the radar. So, we multiply our blipX and blipY values by half the width and the height of the radar; note that we only multiply with half the width since these values are relative to the center of the radar. We then add half the width and the height of the radar image to the blipX/Y values so that these values are now positioned relative to the center.

Finally, a new Vector2 object is created and returned, passing back these final calculated X and Y pixel values for the position of our blip icon.

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