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...

By making transitions between animation states conditional, we enable the whole animation of a character to be driving through in-game events and scripting. Unity Animation Controllers provide a range of different types of parameter, from simple integer and float numeric values to true/false Boolean variables, and consumable Boolean "triggers."

While sometimes we do want an automatic, timed transition from one animation state to another, in many cases, we need to uncheck the Exit Time property for Transitions and define the appropriate condition for when we wish the Animation State change to take place.

In this recipe, we created a parameter named Speed, whose value we set in our script based on the vertical input axis. Unity's default input setup means that the W/S and Up/Down keyboard keys affect the vertical axis values in the range -1 ... 0 .. +1. Our scripted variable, vertical, is set based on this Unity input axis: vertical...