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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...

First, we created a scene containing the ThirdPersonController Standard Assets with the Ethan character. We were able to make use of the scripts and Animator Controller from the standard ThirdPersonController assets, but we changed the character the player sees to MaleDummy, which we imported from the Asset Store. Deleting or disabling the Ethan components in the Prefab meant that we don't see the Ethan 3D character model.

Adding a GameObject based on MaleDummy to our MyThirdPersonController Prefab placed a 3D character model in our Prefab. In order for the MaleDummy model to be correctly animated, we needed to ensure that the Animator Controller is targeting the Avatar (virtual skeleton) of the MaleDummy model, which we updated in the Inspector window.

The Animator Controller was then able to apply the animations (idle, walking, turning, running, and so on) to the MaleDummy character when directed to do so by its scripted components...

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