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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)

How it works...

In this recipe, you created a ButtonActions script class and added an instance as a component to the Main Camera GameObject. This has two public variables, one to an AudioSource component and one to an instance of the scripted AudioDestructBehaviour component.

The GameObject named AudioObject contains an AudioSource component, which stores and manages the playing of the audio clip. Interestingly, AudioObject also contains a scripted component, which is an instance of the AudioDestructBehaviour class. This script is initially disabled. When enabled, every frame in this object (via its Update() method) tests whether the audio source is playing (!audio.isPlaying). As soon as the audio is found to be not playing, the GameObject is destroyed.

Two UI buttons are created. The Button-play-sound button calls the ACTION_PlaySound() method of the scripted component in the Main Camera. This method will start playing the audio clip if it is...

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