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...

Four UI Image objects, Image-star0/1/2/3, have been created at the top of the screen and initialized with the gray placeholder icon. The gray and yellow icon sprite files have been resized to be 100 x 100 pixels, which makes positioning them at design time easier, since their positions are (0,0), (100,0), (200,0), and (300,0). In a more complicated game screen or one where screen real estate is precious, the actual size of the icons would probably be smaller a decision to be made by the game UI designer.

In the PlayerInventory script class, the totalStars int variable represents how many stars have been collected so far; it is initialized to zero. The playerInventoryDisplay variable is a reference to the scripted component that manages our inventory display this variable is cached before the scene begins in the Awake() method.

The Start() method that runs at the beginning of the scene calls the OnChangeStarTotal(......