Book Image

Unity 2018 Cookbook - Third Edition

By : Matt Smith, Francisco Queiroz
4 (2)
Book Image

Unity 2018 Cookbook - Third Edition

4 (2)
By: Matt Smith, Francisco Queiroz

Overview of this book

With the help of the Unity 2018 Cookbook, you’ll discover how to make the most of the UI system and understand how to animate both 2D and 3D characters and game scene objects using Unity's Mecanim animation toolsets. Once you’ve got to grips with the basics, you will familiarize yourself with shaders and Shader Graphs, followed by understanding the animation features to enhance your skills in building fantastic games. In addition to this, you will discover AI and navigation techniques for nonplayer character control and later explore Unity 2018’s newly added features to improve your 2D and 3D game development skills. This book provides many Unity C# gameplay scripting techniques. By the end of this book, you'll have gained comprehensive knowledge in game development with Unity 2018.
Table of Contents (22 chapters)

Introduction

There is a close relationship between Textures, Materials, and Shaders, and their relationships are important:

  • Textures are two-dimensional images. The surface of 2D and 3D objects in Unity games are defined by meshes. The Texture images are mapped onto meshes by Materials – each point (vertex) on a mesh has to be mapped to some value in the Texture. A Texture may indicate colors, but may indicate bumps/wrinkles or transparency – all of which can contribute to determining what is finally rendered for the user to see.
  • Materials specify which Shader should be used to render the images onto the meshes, plus values for the Shader's parameters (such as which textures/parts of a texture map, colors, other values). Learn more at the Unity documentation page about Materials: https://docs.unity3d.com/Manual/Materials.html.
  • Shaders define the method to render...