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...

In this recipe, you created a C# script class called AddToLogFile.cs . This contains a public method called LogLine(...), which takes in a string message and adds a new line at the end of the CSV file. This method is static, which means it can be called from any script in any scene through a single line of code since it is not a component of a GameObject. This method creates a new text file if one does not already exist (by executing CreateNewLogFile()). Then, it creates a timestamp of the current date and time (with TimeStamp()), adds the name of the scene that is currently running, and appends this long, comma-separated string to the text file.

To illustrate how to use our file logging script, we created a second C# script class called SimpleLogging. An instance of this class was added as a component to Main Camera. This script will add a line to the log file when its Start() method is invoked (when the scene begins), and also each time the user...