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)

Clipping via Sprite Masking

Clipping is the computer graphics term for choosing which parts of a graphical object to display or hide. In 2D graphics, it's very common to have one image to define parts of a screen to either only show other images, or to never show other images. Such an image is known as an image mask. In this recipe, we'll use two related images. One is an image of the inside of a room, showing a window out to a night skyscape. The second image is transparent, except for the rectangle where the window is. We'll use the second image to only allow other sprites to be seen when they pass by the window rectangle. The following figure shows how we can only see the parts of the moving blue bird sprite when it is overlapping with the window rectangle:

Figure 6.61 – Image mask being used to only show the bird when it flies through the window rectangle area of the screen