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)

Creating a movable NavMesh Obstacle

Sometimes, we want a moving object to slow down or prevent an AI NavMeshAgent controlled character from passing through an area of our game. Or, perhaps we want something such as a door or drawbridge to sometimes permit travel, and not at other times. We can't "bake" these objects into the NavMesh at design time since we want to change them during runtime.

While computationally more expensive (that is, they slow down your game more than static, non-navigable objects), NavMesh Obstacles are components that can be added to GameObjects, and these components can be enabled and disabled like any other component.

A special property of NavMesh Obstacles is that they can be set to "carve out" areas of the NavMesh, causing NavMeshAgents to then recalculate routes that avoid these carved out parts of the mesh.

In this recipe, you'll create a player-controlled red Cube that you can move to obstruct an AI NavMeshAgent...