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...

Since Unity can publish projects to WebGL, we have been able to make use of the WebXR Exporter assets to build a WebGL project that implements the new WebXR standard.

When a WebXR project is viewed on a VR headset with a compatible browser, the code within the WebXR assets detects the type of VR device and communicates with the Unity web asset.

As we saw when creating a scene from scratch, the core of the WebXR project is the GameObject combining cameras and hand models. The DesertControllerInteraction C# script animates a hand's fingers in response to controller inputs, and also allows GameObjects to be grabbed and moved when a hand containing a component of this script collides with a GameObject that is tagged as Interactable. The cube for the ground was not tagged or given a rigid body, so it cannot be affected by our virtual hand. However, the sphere we created was given a Rigidbody (so that it has mass and can be affected by simulated physics forces...