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

As developers, we should never forget to pay attention to Cameras. After all, they are the windows through which our players see our games. In this chapter, we will take a look at interesting ways of using Cameras that enhance the player's experience.

The big picture

A Scene can contain multiple Cameras. Often, we have one Main Camera (we're given one by default with a new Scene). For First-Person viewpoint games, we control the position and rotation of the Camera directly, since it acts as our eyes. In Third-Personal viewpoint games, our main Camera follows an animated 3D character (usually from above/behind/over the shoulder), and may slowly and smoothly change its position and rotation as if a person...