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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)

How it works...

Each Pickup GameObject in the scene has a scripted component of the PickUp class. The PickUp object for each Pickup GameObject has a single property, a pickup type, which has to be one of the enumerated sets of Star, Key, or Heart. The use of an enumerated type means that the value has to be one of these three listed values, which means no misspelling/mistyping errors that could have happened with a general text string type can happen here, as in the previous recipe.

Previously, the PlayerInventory script class had two sets of responsibilities:

  • Maintaining the internal record of items being carried.
  • Detecting collisions, updating the state, and asking the display class to inform the player visually of the changed items being carried.

In this recipe, we separate these two sets of responsibilities into separate script classes:

  • The InventoryManager script class will maintain the internal record of items being carried (and ask the display class to inform the player...
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