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...

In this recipe, you added the GAME_ROOM sprite to the scene, then added a GameObject containing a Sprite Mask component as a child of the GAME_ROOM GameObject.

You set the sprite of SpriteMask to GAME_ROOM_windowMask. This was a special image that only contained the rectangular area of the night skyscape:

Figure 6.65 – Original GAME_ROOM and mask images

The black rectangle in the GAME_ROOM_windowMask image defines the only places where a masked sprite will be displayed – that is, the rectangle where the window appears in the GAME_ROOM image.

By adding the blueBird GameObject to the scene as a child of GAME_ROOM and setting its relationship to Sprite Mask, only the parts of the blueBird image that appear inside the rectangular mask image of GAME_ROOM_windowMask will be seen by the user.

You can think of a sprite mask as a piece of cardboard with a hole cut out of it  we can only see images...