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 to do it...

To explore Cinemachine FreeLook, perform the following steps:

  1. Ensure that the Default Blend property of the Cinemachine Brain component, inside the Main Camera, is set to Ease In Out. This means we'll have a smooth transition when switching between cameras.
  2. Add a Cinemachine FreeLook camera GameObject to the scene (you can do this by navigating to Cinemachine | Create FreeLook Camera). You should be able to view a new GameObject in the Hierarchy panel, named CM FreeLook 1. Set the Priority property of the Cinemachine Free Look component to 0.
  3. Locate the EthanSpine1 GameObject in the Hierarchy panel inside Ethan. We'll use this part of the Ethan character to be the part that our Cinemachine cameras use to orient toward and follow at a steady distance.
  4. Select CM FreeLook 1. Then, in the Inspector panel, populate the Look At and Follow properties of the Cinemachine Free Look (Script) component with a reference to the EthanSpine1...