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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
6
2D Animation and Physics
13
Advanced Topics - Gizmos, Automated Testing, and More
15
Virtual and Augmented Reality (VR/AR)

Adding the CreateAudioSource(...) method as an extension to the MonoBehavior class

Since the CreateAudioSource(...) method is a general-purpose method that could be used by many different game script classes, it doesn't naturally sit within the MusicManager class. The best place for general-purpose generative methods such as this is to add them as static (class) methods to the component class they work with. In this case, it would be great if we could add this method to the MonoBehavior class itself – so any scripted component could create AudioSource GameObjects on the fly.

All we have to do is create a class (usually named ExtensionMethods) with a static method, as follows:

using UnityEngine; 
 
public static class ExtensionMethods { 
    public static AudioSource CreateAudioSource(this MonoBehaviour parent, AudioClip audioClip, bool startPlayingImmediately) 
    { 
         GameObject audioSourceGO = new GameObject("music-player"...
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