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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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Free Chapter
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...

Follow these steps:

  1. Create a new Unity 3D project.
  2. Create a new 3D Sphere by going to Create3D Object | Sphere.
  3. Select the Sphere GameObject in the Hierarchy window and confirm that it has a Collider component. It will since it's a Unity 3D primitive.
Note
If you are using a custom 3D object in this recipe, you'll have to add a Collider. To do this, in the Inspector window, go to Add Component
| Physics | Mesh Collider.
  1. Create a new material named m_fade.
  2. With the m_fade asset file selected in the Project window, change its Rendering Mode to Fade in the Inspector window:
Figure 5.20  Setting Rendering Mode of a material to Fade
The Fade rendering mode is specifically designed for situations such as this recipe.
Other rendering modes, such as Transparent, will turn the Albedo color transparent, but not the specular highlights...
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