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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
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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, we created one simple panel (Panel-background) with the title UI Text as a child GameObject at the top of the game canvas, which shows a grayish background rectangle and the some title text stating Inventory. This indicates to the player that this part of the screen is where the inventory HUD will be displayed.

To illustrate how this might be used to indicate a player carrying stars, we added a smaller panel for one slot in the inventory with a circular background image and in that, added a star icon a child GameObject. We then duplicated the slot panel two more times, positioning them 70 pixels apart. After that, we disabled (made inactive) the star icon of the third slot so that an empty slot circle is shown.

Our scene presents the user with a display, indicating that two out of a possible three stars are being carried. This recipe is a good start to a more general-purpose approach to creating inventory UIs in Unity, and we'll build on this in some...

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