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...

AR Plane Manager allows the app to detect horizontal planes in the device's camera's view. AR Raycast Manager allows the app to identify which horizontal plane a raycast from the direction of the camera would strike. Our script fires a ray each time the device screen is pressed (clicked), and the location of the first horizontal plane hit by a raycast is the location where a new clone of the prefab is created.

By tagging AR Camera as Main Camera, we can easily get a reference to the camera using Camera.main.

By placing the instance object of our script class as a component of the AR Session Origin GameObject, we can get a reference to the ARRayCastManager sibling script component by using GetComponent<class>() in the Awake() method.

The only public variable we have to set for the instance object of our FurnitureManager script class in the AR Session Origin GameObject is the prefab of whatever piece of furniture we want to be creating clones...