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)

Destroying objects when fading is complete

If fading to invisible is how a GameObject communicates to the player that it is leaving the scene (completed/dying), then we may want that GameObject to be destroyed after the fading process is completed. Let's add this feature to our code.

Do the following:

  1. Add a new public Boolean variable to our script (default to false):
public bool destroyWhenFadingComplete = true; 
  1. Add a new EndFade() method that sets isFading to false and then tests whether the public destroyWhenFadingComplete variable was set to true and, if so, destroys the GameObject:
private void EndFade() {
isFading = false;

if(destroyWhenFadingComplete)
Destroy (gameObject);
}
  1. Refactor the FadeAlpha() method so that it invokes EndFade() when the fading is completed (fadeProgress >= fadeDurationSeconds):
    private void FadeAlpha()
{
float fadeProgress = Time.time - startTime...