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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 to do it...

To create elements in a scene using 3D primitives, follow these steps:

  1. Create a new 3D project.
  2. Import the beware.png image (or your own) into the newly created 3D project.
  3. Add a 3D Cube to the scene by going to GameObject | 3D Object | Cube. In the Hierarchy window, rename this Cube-signpost.
  4. Set Position of the Cube-signpost GameObject to (0,0,0) and its Scale to (2, 1, 0.1) by selecting it in the Hierarchy window and then setting these coordinates in the Inspector window. This should make it a portrait-style rectangle shape that only has a little depth (like a big, flat piece of wood for a signpost...):

Figure 5.2  Setting the properties of the 3D Cube primitive
  1. Create a 3D plane named Plane-sign by going to GameObject | 3D Object | PlaneThen, in the Hierarchy window, make it a child of Cube-signpost (that is, drag Plane-sign onto Cube-signpost). This means its properties will be...
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