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...

Setting the Main Camera's Viewport Rect height to 0.85 means that the gameplay will only be rendered for 85% of the screen, leaving the top 15% unchanged by the camera.

We had to delete the AudioListener components in our extra two cameras. This is because, for the Unity 3D sound system to work effectively, there should only be one listener in a scene (at one location). This is so that the reproduction of the distance from and angle to the listener can be simulated.

By setting our UI Canvas' Render Mode to Screen Space - Camera and its Render Camera to Camera 2 - timer, our UI Text is automatically centered in the camera's view, and so, our timing text appears clearly displayed in the top 15% of the screen. The GameTime.cs C# script class gets a reference to the UI Text component of the GameObject that the script has been added to (_textUITime). It records the time the scene begins (in the _startTime variable), and each frame subtracts...