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 to do it...

To create a music-loop manager, perform the following steps:

  1. Create a new Unity 3D project and import the provided sound clip files.
  2. Create four GameObjects in the scene that contain an AudioSource component linked to a different AudioClip loop from the 140 bpm files provided. You can do this in a single step by dragging the music clip from the Project panel into either the Hierarchy panel or the Scene panel.
  1. In the Inspector panel, uncheck the Play On Awake parameter for all four AudioSource components (so that they don't start playing until we tell them to).
  2. Add a new empty GameObject named musicScheduler to the scene.
  3. Create a C# script class, called LoopScheduler, in a new folder, _Scripts, that contains the following code. Also, add an instance as a scripted component to the musicScheduler GameObject:
using UnityEngine; 
 
public class LoopScheduler : MonoBehaviour { 
    public float bpm = 140.0F; 
    public int numBeatsPerSegment...