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

Creating and cloning a GitHub repository

Distributed Version Control Systems (DVCSes) are becoming a bread-and-butter everyday tool for software developers. One issue with Unity projects can be the many binary files in each project. There are also many files in a local system's Unity project directory that are not needed for archiving/sharing, such as OS-specific thumbnail files and trash files. Finally, some Unity project folders themselves do not need to be archived, such as Temp and Library.

While Unity provides its own Unity Teams online collaboration, many small game developers chose not to pay for this extra feature. Also, Git and Mercurial (the most common DVCSes) are free and work with any set of documents that are to be maintained (programs in any programming language, text files, and so on). So, it makes sense to learn how to work with a third-party, industry-standard DVCS for Unity projects. In fact, the documents for this very book were all archived and version-controlled...

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