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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
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13
Advanced Topics - Gizmos, Automated Testing, and More
15
Virtual and Augmented Reality (VR/AR)

How it works...

In this recipe, you added an Animation Controller State Machine to the hero GameObject. The two animation clips you created (idle and jump) appear as states in the Animator window. You created a Transition from Idle to Jump when the JumpTrigger parameter is received by State Machine. You then created a second Transition, which transitions back to the Idle state after waiting 0.5 seconds (the same duration between the two keyframes in our Jump Animation Clip).

The player makes the character jump by pressing the spacebar. This causes the code in the PlayerControl C# scripted component of the hero GameObject to be invoked, which makes the sprite move upward on the screen and also sends a SetTrigger(...) message to the Animator Controller component for the Jump trigger.

The difference between a Boolean Parameter and a Trigger is that a Trigger is temporarily set to True. Once the SetTrigger(...) event has been consumed by a state transition, it...

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