Book Image

Unity 5.x Cookbook

Book Image

Unity 5.x Cookbook

Overview of this book

Unity 5 is a flexible and intuitive multiplatform game engine that is becoming the industry's de facto standard. Learn to craft your own 2D and 3D computer games by working through core concepts such as animation, audio, shaders, GUI, lights, cameras, and scripting to create your own games with one of the most important and popular engines in the industry. Completely re-written to cover the new features of Unity 5, this book is a great resource for all Unity game developers, from those who have recently started using Unity right up to game development experts. The first half of the book focuses on core concepts of 2D game design while the second half focuses on developing 3D game development skills. In the first half, you will discover the new GUI system, the new Audio Mixer, external files, and animating 2D characters in 2D game development. As you progress further, you will familiarize yourself with the new Standard Shaders, the Mecanim system, Cameras, and the new Lighting features to hone your skills towards building 3D games to perfection. Finally, you will learn non-player character control and explore Unity 5's extra features to enhance your 3D game development skills.
Table of Contents (20 chapters)
Unity 5.x Cookbook
Credits
Foreword
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Matching the audio pitch to the animation speed


Many artifacts sound higher in pitch when accelerated and lower when slowed down. Car engines, fan coolers, Vinyl—a record player… the list goes on. If you want to simulate this kind of sound effect in an animated object that can have its speed changed dynamically, follow this recipe.

Getting ready

For this recipe, you'll need an animated 3D object and an audio clip. Please use the files animatedRocket.fbx and engineSound.wav, available in the 1362_09_01 folder of the code bundle.

How to do it...

To change the pitch of an audio clip according to the speed of an animated object, please follow these steps:

  1. Import the animatedRocket.fbx file into your Project.

  2. Select the animatedRocket file in the Project view. Then, from the Inspector view, check its Import Settings. Select Animations, then select the clip Take 001, and make sure to check the Loop Time option. Click on the Apply button, shown as follows, to save the changes:

    Tip

    The reason why we didn...