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 an explosionForce method for 2D physics objects, follow these steps:

  1. Copy the project from the previous recipe, and use this copy for this recipe.
  2. We can add a method to the Rigidbody2D script class by creating the following C# script class called Rigidbody2DExtension:
using UnityEngine;

public static class Rigidbody2DExtension{
public static void AddExplosionForce(this Rigidbody2D body, float explosionForce, Vector3 explosionPosition, float explosionRadius){
Vector3 forceVector = (body.transform.position - explosionPosition);
float wearoff = 1 - (forceVector.magnitude / explosionRadius);
body.AddForce(forceVector.normalized * explosionForce * wearoff);
}
}

  1. Create a new empty GameObject named explosion
  2. Create a C# script class called ExplodeCircle and add an instance object as a component to the child explosion GameObject:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public...