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 simulate fire using Texture Sheets, follow these steps:

  1. Create a new Unity 3D project and import the blue2_64.png flame sprite sheet texture image asset file. Ensure this image asset has its Texture Type set to Sprite 2D and UI in the Inspector window.
  2. Examine the sprite sheet, making a note of the number of columns (X-tiles) and rows (Y-tiles). We need these numbers to customize our particle system later in this recipe:

Figure 14.20 – The blue flames sprite sheet (X = 10-columns, Y = 6-rows)
  1. To use sprite sheet texture images, we must create a Material to assign to the particle system's Renderer module. In the Project window, create a new Material named m_blueFire (menu: Create | Material).
  2. With m_blueFire selected in the Project window, in the Inspector window, select the Particles/Standard Unlit shader, set Rendering Mode to Additive, and check the Soft Particles option:

Figure 14.21 – Customizing...