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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)

Creating 3D primitives and adding materials and textures

In this recipe, we'll create a simple signpost using an image containing text, as well as a combination of 3D cubes, cylinders, and plane primitives.

While in some cases we'll use complex 3D models that have been imported from modeling apps or third parties, there are several cases where 3D primitives are quick, simple, and sufficient for a game task. Examples of 3D primitives in games include invisible objects with trigger colliders (such as to open doors or to signal a checkpoint), the use of spheres as projectiles, the use of scaled cubes and planes for signposts, and so on. The speed and simplicity of using 3D primitives also make them perfect for fast prototyping, where the objects act as placeholders that can be replaced with more sophisticated models at a later stage in the production of the game. Materials can be quickly created that reference images to textured 3D primitives:

Figure 5.1  A signpost...
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