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...

The key feature of this recipe is the new CreateAudioSource(...) method. This method takes input as a reference to a sound clip file and a Boolean true/false value as to whether the sound should start playing immediately. The method does the following:

  • It creates a new GameObject (with the same parent and at the same location as the GameObject doing the creating).
  • It adds a new AudioSource component to the new GameObject.
  • It sets the audio clip of the new AudioSource component to the provided AudioClip parameter.
  • If the Boolean parameter is true, the AudioSource component is immediately sent a Play() message so that it starts playing the sound clip.
  • A reference to the AudioSource component is returned.

The remainder of the MusicManager script class is very similar to that of the previous recipe. There are two public AudioClip variables, clipMedieval and clipArcade, which are set through drag and drop at design time to link to the sound clip files...