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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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2
Responding to User Events for Interactive UIs
3
Inventory and Advanced UIs
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6
2D Animation and Physics
13
Advanced Topics - Gizmos, Automated Testing, and More
15
Virtual and Augmented Reality (VR/AR)

Alternative combining all the responsibilities into a single script

The separation of the player inventory (what they are carrying) and how to display the inventory to the user is an example of a game design pattern (best practice approach) called Model-View-Controller (MVC), whereby we separate the code that updates the UI from the code that changes player and game variables, such as score and inventory item lists. Although this recipe has only one variable and one method to update the UI, well-structured game architectures scale up to cope with more complex games, so it is often worth the effort of using a little more code and an extra script class, even at this game's stage of development, if we want our final game architecture to be well structured and maintainable.

However, for very simple games, we may choose to display its status in a single script class. For an example of this approach for this recipe, remove the PlayerInventory and PlayerInventoryDisplay ...

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