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 model we imported was textured and rigged, so it came with a virtual 3D skeleton and images. Once we set the animation type to Humanoid, Unity was able to create an avatar linked to the rig.

The power of the Unity Mechanism animation system is that animations are related to avatars, not to the 3D models specifically. Therefore, we can apply the same animation to different avatars in different 3D models. If one character model is short or tall or fat or thin, or has long arms, and so on, it does not matter. As long as the rig has been appropriately created to match the locations of the 3D model, animation can be applied to the 3D model.

A GameObject Scene containing a character model has an animator component, and its two most important properties are linked to the avatar, and to the Animation Controller. We created a simple Animation Controller that starts with the idle animation from the Unity Standard Assets and uses the defaults for a transition over a short...