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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)

How it works...

In this recipe, you created two scenes and added both of these scenes to the game's build. You added a UI Button and some UI Text to each scene.

Note that the build sequence of scenes is actually a scripted array that counts from 0, then 1, and so on, so that page1 has index 0 and page2 has index 1.

When a UI Button is added to the Hierarchy window, a child UI Text object is also automatically created, and the content of the Text property of this UI Text child is the text that the user sees on the button.

Here, you created a script class and added an instance as a component to Main Camera. In fact, it didn't really matter where this script instance was added, so long as it was in one of the GameObjects of the scene. This is necessary since the OnClick event action of a button can only execute a method (function) of a component in a GameObject in the scene.

For the buttons for each scene, you added a new OnClick event action that invokes (executes) the LoadOnClick method of the SceneLoader scripted component in Main Camera. This method inputs the integer index of the scene in the project's Build settings so that the button on the page1 scene gives integer 1 as the scene to be loaded and the button for page2 gives integer 0.

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