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)

Creating animation clips from sprite sheet sequences

The traditional method of animation involved hand-drawing many images, each slightly different, which displayed quickly frame-by-frame to give the appearance of movement. For computer game animation, the term Sprite Sheet is given to the image file that contains one or more sequences of sprite frames. Unity provides tools to break up individual sprite images into large Sprite Sheet files, so that individual frames, or sub-sequences of frames, can be used to create Animation Clips that can become States in Animator Controller State Machines. In this recipe, we'll import and break up an open source monster sprite sheet into three animation clips for Idle, Attack, and Death, which looks as shown:

Getting ready

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