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...

The C# class defines a Boolean variable, facingRight, that stores a true/false value that corresponds to whether the bug is facing right. Since our bug sprite was initially facing right, we set the initial value of facingRight to true to match this.

Every frame, the Update() method checks whether the Left or Right arrow keys have been pressed. If the Left arrow key is pressed and the bug is facing right, then the Flip() method is called; likewise, if the Right arrow key is pressed and the bug is facing left (that is, facing right is false), the Flip() method is called.

The Flip() method performs two actions; the first simply reverses the true/false value in the facingRight variable. The second action changes the +/- sign of the X-value of the localScale property of the transform. Reversing the sign of localScale results in the 2D flip that we desire. Look inside the PlayerControl script for the PotatoMan character...