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...

In this recipe, you created a blue sphere as a prefab (containing a RigidBody). You then created a scaled and rotated cube for the projectile launcher called Cube-launcher and then made this object a child of Cube-player.

A common issue is for projectiles to collide with their launcher object, so for this reason, we disabled the Box Collider component of the Cube-launcher GameObject. An alternative solution would be to create separate layers and remove the physics interaction between the layer of the launcher object and the layer of the projectiles.

The FireProjectile script class contains a constant called FIRE_DELAY – this is the minimum time between firing new projectiles, set to 0.25 seconds. There is also a second constant called PROJECTILE_LIFE – this is how long each projectile will "live" until it is automatically destroyed; otherwise, the scene and memory would fill up quickly...