Book Image

Unity 5.x Cookbook

Book Image

Unity 5.x Cookbook

Overview of this book

Unity 5 is a flexible and intuitive multiplatform game engine that is becoming the industry's de facto standard. Learn to craft your own 2D and 3D computer games by working through core concepts such as animation, audio, shaders, GUI, lights, cameras, and scripting to create your own games with one of the most important and popular engines in the industry. Completely re-written to cover the new features of Unity 5, this book is a great resource for all Unity game developers, from those who have recently started using Unity right up to game development experts. The first half of the book focuses on core concepts of 2D game design while the second half focuses on developing 3D game development skills. In the first half, you will discover the new GUI system, the new Audio Mixer, external files, and animating 2D characters in 2D game development. As you progress further, you will familiarize yourself with the new Standard Shaders, the Mecanim system, Cameras, and the new Lighting features to hone your skills towards building 3D games to perfection. Finally, you will learn non-player character control and explore Unity 5's extra features to enhance your 3D game development skills.
Table of Contents (20 chapters)
Unity 5.x Cookbook
Credits
Foreword
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Introduction


Sound is a very important part of the gaming experience. In fact, we can't stress enough how crucial it is to the player's immersion in a virtual environment. Just think of the engine running in your favorite racing game, the distant urban buzz in a simulator game, or the creeping noises in horror games. Think of how these sounds transport you into the game.

The big picture

Before getting on with the recipes, let's step back and have a quick review on how sound works on Unity 5.

Audio files can be embedded into GameObjects through the Audio Source component. Unity supports 3D sounds, which means that the location and distance between the audio sources and Audio Listener matter in the way the sound is perceived in terms of loudness and the left/right balance. This is unless the audio source is specified as 2D sound (which is usually the case for the background soundtrack music).

Although all sound is sent to the scene's Audio Listener (a component that is usually attached to the...