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# script class called CheckPoint has one variable called respawnPosition, which is a Vector3 object that refers to the position the player's cube is to be moved to (respawned) if it collides with a Death tagged object. The default setting for this is the position of the player's cube when the scene begins. This default position is set in the Start() method; we set respawnPosition to the player's position before the scene started running.

Each time an object tagged as Checkpoint is collided with, the value of respawnPosition is updated to the current position of the player's red cube at this point in time (that is, where it is when it touches a stretched cube tagged as CheckPoint). The next time an object tagged as Death is hit, the cube will be respawned back to where it last touched the object tagged as CheckPoint.