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...

You have created a C# script class, called PlaySounds. The script class includes a RequireComponent attribute. It declares that any GameObject containing a scripted object component of this class must have a sibling AudioSource component (note that one will be added automatically if such a component does not exist when the scripted component is added).

The PlaySounds script class has two public AudioClip properties: Pacman Eating Cherry and Pacman Extra Life. At design time, we associated AudioClip sound files from the Project panel with these public properties.

At runtime, the Update() method is executed in every frame. This method checks whether the UP and DOWN array keys are being pressed. If so, it plays the Eat Cherry or Extra Life sounds, respectively sending the AudioSource component a PlayOneShot() message with the appropriate AudioClip sound file link.

Note: We cannot pause/interrogate sounds played with PlayOneShot.

While this is great...