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 C# Rigidbody2DExtension script class adds a new method called AddExlosionForce(...) to all Rigidbody2D components in the project. The advantage of using an extension class method is that this method now becomes available to use by all other scripts in the project, with no need to refer to this extension class explicitly it's as if Unity provided this extra method as part of its core code library.

This AddExlosionForce(...) method takes three parameters when called: 

  • float explosionForce: The magnitude of the force to be applied (the larger the value, the more force will be applied)
  • Vector3 explosionPosition: The center (origin) point of where the explosion is to take place (the further a GameObject is from this position, the less force it will receive)
  • float explosionRadius: The furthest point beyond which no force will be applied by the simulated explosion

This method will apply a force to Rigidbody2D based on the direction...