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)

Playing a sound at a static point in 3D world space

Similar to PlayOneShot() is the PlayClipAtPoint() AudioSource method. This allows you to play a sound clip for an AudioSource component created at a specific point in 3D world space. Note that this is a static class method  so you don't need an AudioSource component to use this method. An AudioSource component is created (at the location you provide) and will exist as long as the AudioClip sound is playing. The AudioSource component will be automatically removed by Unity once the sound has finished playing.

All you need is a Vector3 (x,y,z) position object and a reference to the AudioClip file that you want to be played:

Vector3 location = new Vector3(10, 10, 10); 
AudioSource.PlayClipAtPoint(soundClipToPlay, location);