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...

By creating a Material using one particle that's been rendered and linked to a multiple-image sprite sheet, we are able to take advantage of the Texture Sheet Animation module feature of Unity's Particle System.

The default Render Mode for particle systems is Billboard. This means that the image for each particle is always facing toward the camera. In this way, a 2D animation of a flame works very well since whatever direction the user is looking at the particle system from, they will always see the intended 2D flame animation, giving the visual effect of a 3D fire.

The particle system's Rendered component needs to be linked to the material for the sprite sheet, and the X- and Y-tile grid needs to match the number of columns (X) and rows (Y) in the sprite sheet file.

By having 0 for Start Speed and only one particle (Max Particles = 1), we ensure we have a single animated particle staying in one spot. The size of the particle may be limited...