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 NavMeshAgent component that we added to the Sphere-arrow GameObject does most of the work for us. NavMeshAgents need two things:

  • A destination location to head toward
  • A NavMesh component of the terrain with walkable/non-walkable areas so that it can plan a path by avoiding obstacles

We created two obstacles (the Cube-wall objects), and these were selected when we created the NavMesh for this scene in the Navigation window. When the Navigation window is displayed, at the same time in the Scene window (and the Game window with Gizmos enabled), we can see walkable areas forming a blue navigation mesh.

Note that the blue areas are the default NavMesh area. Later in this chapter, we'll look at different, custom named, costed, and color-coded NavMesh areas.

The location for our NPC object to travel toward is the position of the Capsule-destination GameObject at (-12, 0, 8); but, of course, we could just move this object in the Scene window...