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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 created Triangle and Square Sprite Placeholder asset files in the Project window. Then, you dragged them into the scene to create GameObjects. For each GameObject, you added 2D Polygon Collider components (following the shape of the Triangle and Square sprites), as well as Rigidbody 2D components, which make these GameObjects behave as if they have mass, gravity, and so on. The Colliders indicate that the objects will hit each other with force and behave accordingly.

Then, you froze the position and rotation of the Triangle GameObjects so that they will be solid and immobile, as if they were made from solid rock mountains. The Square GameObjects were positioned in the middle of the Scene window as if they were starting in the air, above the ground of Triangle. So. when the scene is played, gravity is applied by the Unity 2D physics system, making the Square GameObjects fall downward until they hit each of the immobile ...

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