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 it works...

Methods marked with the [UnityTest] attribute are run as coroutines. A coroutine has the ability to pause execution (when it meets a yield statement) and return control to Unity, but then to continue where it left off when called again (for example, the next frame, second frame, and so on). The yield statement indicates the statement after which, and for how long, execution of the method is to be paused. Examples of different types of yield include the following:

  • Waiting until the next frame: null
  • Waiting for a given length of time: WaitForSeconds(<seconds>)
  • Waiting until the next fixed-update time period (physics is not applied to each frame (since the framerate varies) but after a fixed period of time): WaitForFixedUpdate()

The GameObject_WithRigidBody_WillBeAffectedByPhysics() method creates a new GameObject and attaches to it a Rigidbody. It also stores the original Y position. The yield statement makes PlayMode Test Runner wait until physics has...