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 added the empty GameObjects called corner_max and corner_min to the scene. The X and Y coordinates of these GameObjects will be used to determine the bounds of movement that we will permit for the player-controlled character; that is, player-spaceGirl. Since these are empty GameObjects, they will not be seen by the player when in play-mode. However, we can see and move them in the Scene window and since we added the yellow oblong icons, we can see their positions and names very easily.

When the Awake() method is executed for the PlayerMoveWithLimits object inside the player-spaceGirl GameObject, the maximum and minimum X and Y values of the corner_max and corner_min GameObjects are recorded. Each time the physics system is called via the FixedUpdate() method, the velocity of the player-spaceGirl character is updated to the value set in the Update() method, which is based on the horizontal and vertical keyboard/joystick inputs...