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...

We have created a Main Camera by simply adding a new camera Game Object to the scene, then tagging this GameObject with the preset tag of Main Camera. It is important that the Main Camera of the scene is tagged with this special predefined tag.

Some scripts explicitly search for the Main Camera of a scene using the Camera.main C# expression. So, we should always have the Main Camera in scenes using such scripts.

You can learn more about this in the Unity manual at https://docs.unity3d.com/ScriptReference/Camera-main.html.

By changing the Position and Rotation of this camera, we positioned it so that the player can see most of the main room where the ThirdPersonController character starts off. This fixed Main Camera might be sufficient if all the action for a scene is inside a single room. However, by making the camera's Field of View larger, more of the scene can be seen in the camera's rendering to the Game...