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...

Using a Material from a related still image is a good way to improve the visual effect of a particle system and saves us from having to do extra work, such as changing the colors of particles over time. The Particles/Standard Unit shader in Additive mode is all we needed for this example, to make the material ready to be selected by the particle system's Renderer module.

We were able to create the quick and striking visual effect of an explosion by changing the particle system's Shape to a Sphere so that the particles go everywhere, and also by creating a burst Emission set to 200. We made our particles move fast, live a short time, and be affected by a Gravity Modifier.

We only wanted the explosion to happen once, so we disabled the Loop option in the general Particle System parameters.

We were able to create a reusable Prefab from the particle system in the scene simply by dragging the GameObject into our Project window and then removing...