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 SpectrumCubes. You created a GameObject with an AudioSource component and an instance of your scripted class. All the work is done by the methods of the SpectrumCubes C# script class. Here is an explanation of each of these methods:

  • The void Awake() method: This method caches references to the sibling AudioSource component and then invokes the CreateCubes() method.
  • The void CreateCubes() method: This method loops for the number of samples (the default is 512) to create a 3D Cube GameObject, in a row along the x axis. Each cube is created with the name of SampleCube<i> (where "i" is from 0 to 511) and then parented to the visualizer GameObject (since the scripted method is running in this GameObject). Then, each cube has the color of its renderer set to the value of the public displayColor parameter. The cube is then positioned on the x axis according to the...