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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 it works...

Although a small number of elements, the core of a game has been created. We have a goal to collect the crystal and add it to our inventory. We have a challenge – to get through the door. Interactables, such as the pressure pad, which we added to the Scene, send a message to a GameCommandReceiver component in the GameKit. The door can receive commands, so we were able to link the pressure pad to our door.

The inventory system works by having inventory items, such as our crystal, have a Key text inventory – this is like a tag for a GameObject. Characters can have an Inventory Controller component, which has a maximum size, which we set to 1 for our crystal. They also have a list of the text keys permitted for the character's inventory (so we added the Crystal text key to Ellen's Inventory Controller.

We have dipped our toes into the wide range of features of the 3D Game Kit. Hopefully, this recipe...

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