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)

Making the text crawl as it does in the movie

With a few lines of code, we can make this text scroll in the horizon, just as it does in the movie. Add the following C# script class, called ScrollZ, as a component of the Text-crawler GameObject:

using UnityEngine;
using System.Collections;

public class ScrollZ : MonoBehaviour
{
// variable letting us change how fast we'll move text into the 'distance'
public float scrollSpeed = 20;

//-----------------
void Update ()
{
// get current position of parent GameObject
Vector3 pos = transform.position;

// get vector pointing into the distance
Vector3 localVectorUp = transform.TransformDirection(0,1,0);

// move the text object into the distance to give our 3D scrolling effect
pos += localVectorUp * scrollSpeed * Time.deltaTime;
transform.position = pos;
}
}

In each frame, via the Update() method, the position of the 3D text object is moved in the direction of this GameObject's local up direction...