While the previous recipe worked fine, any old text could have been typed into the description of a pickup or perhaps mistyped (star, Sstar, starr, and so on). A much better way of restricting game properties to one of a predefined (enumerated) list of possible values is to use C# enums. As well as removing the possibility of mistyping a string, it also means that we can write code to deal with the predefined set of possible values. In this recipe, we will improve our general-purpose PickUp class by introducing three possible pickup types (Star, Heart, and Key), and write inventory display code that counts the number of each type of pickup being carried before displaying these totals via a UI Text object on the screen. We will also switch from using a List to using a Dictionary, since the Dictionary data structure is designed specifically for key-value pairs, which is perfect for associating a numeric total with...

Unity 2021 Cookbook
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Unity 2021 Cookbook
By:
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)
Displaying Data with Core UI Elements
Responding to User Events for Interactive UIs
Inventory and Advanced UIs
Playing and Manipulating Sounds
Creating 3D Objects, Terrains, Textures, and Materials
2D Animation and Physics
Characters, Game Kits, and Starter Assets
Web Server Communication and Online Version Control
Controlling and Choosing Positions
Navigation Meshes and Agents
Cameras and Rendering Pipelines
Shader Graphs and Video Players
Advanced Topics - Gizmos, Automated Testing, and More
Particle Systems and Other Visual Effects
Virtual and Augmented Reality (VR/AR)
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