Book Image

Unity 2021 Cookbook - Fourth Edition

By : Shaun Ferns
Book Image

Unity 2021 Cookbook - Fourth Edition

By: 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)
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)

How to do it...

To create a glow effect with a Shader Graph, follow these steps:

  1. In the Project window, create a new PBR Shader Graph named glowShaderGraph by going to Create | Shader | PBR Graph.
  2. In the Project window, create a new material named m_glow by going to Create | Material.
  3. With m_glow selected, in the Inspector window, set its Shader property to glowShaderGraph by going to graphs | glowShaderGraph.
  1. We now need a 3D mesh object in the scene that uses m_glow. While we could just use a 3D Cube again, it's more fun to add a low-polygon textured character to the scene. For this recipe, we've used the free Unity Asset Store character pack called Fantasy Mushroom Mon(ster) from AmusedArt. Once the package has been added, drag Mushroom Monster Prefab into the scene from the Project window folder; that is, amusedART | Mushroom Monster | Prefab:
Figure 12.14  Free Fantasy Mushroom...