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 Capsule-spawnPoint objects represent candidate locations, where we might wish to create an instance of our ball prefab. When our SpawnPointManager object, inside the Cube-player GameObject, receives the Start() message, it creates an array called spawnPoints of all the GameObjects in the scene that have the Respawn tag. This can be achieved through a call to the built-in FindGameObjectsWithTag("Respawn") method. This creates an array of all the objects in the scene with the Respawn tag – that is, the four Capsule-spawnPoint objects we created in our scene.

When our BallSpawner GameObject, Cube-player, receives the Start() message, it sets the spawnPointManager variable to be a reference to its sibling SpawnPointManager script component. Next, we used the InvokeRepeating(...) method to schedule the CreateSphere() method to be called every 1 second.

Note that invoke repeating can be a dangerous...