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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
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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 created an empty GameObject called water-block-container to act as a container for a WaterBlock. By adding a WaterBlock to this parent GameObject, you made it possible to make copies and move them in the scene so that the animations were relative to the location of each parent (container) GameObject.

By adding a Box Collider and setting the layer of WaterBlock to Ground, you enabled the player's character to walk on these blocks.

You created a two-state Animator Controller state machine. Each state was an Animation Clip. The Up state is for WaterBlock at normal height (Y = 0), while the Down state is for WaterBlock further down the screen (= -5). You created a Transition from the Water Block Up state to its Down state that will take place when Animator Controller receives a Fall Trigger message.

After that, you added a second Box Collider 2D with a Trigger to WaterBlock so that...

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