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 the NearestSpawnpoint(...) method, we set nearestSpawnpoint to the first (array index 0) GameObject in the array as our default. We then looped through the rest of the array (array index 1 up to spawnPoints.Length). For each GameObject in the array, we checked the distance from the current spawnpoint position (Vector3 spawnPointPos) to the provided Vector3 source parameter position is less than the shortest distance so far, and if it is, we updated the shortest distance, and also set nearestSpawnpoint to the current element. Once we'd searched the arrray, we returned the GameObject that the nearestSpawnpoint variable refers to.

Note that to keep the code simple, we are not performing a test for the NearestSpawnpoint(...) method – production code would require that a test be made in case the received parameter was null, in which case the code would exit the method without taking any action.