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)

Setting up Unity for AR

There are some basic steps you need to perform so that your Unity Editor application is set up for AR development. AR projects created with Unity have, at their core, the AR Foundation package and XR Plugin Manager. In the previous recipe, things were set up for us already as part of the Unity AR samples project. In this recipe, we'll create a new Unity project and set up AR Foundation. As part of this recipe, we'll also be adding the appropriate plugin for the target device that the AR project is going to be developed on (iOS/Android).

In this recipe, you'll learn how to add the modules you need to your editor application, install the templates, open the sample scene, and set up the Build Settings for development on an Android device:

Figure 15.64  The AR project we'll create, with just a Cube overlaid on the device camera view