Unity 2021 cookbook over 140 recipes to take your Unity game development skills to the next level

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.

Detalles Bibliográficos
Otros Autores: Smith, Matt, author (author), Ferns, Shaun, author (forward author), Gregan, Chris, Forward author
Formato: Libro electrónico
Idioma:Inglés
Publicado: Birmingham : Packt Publishing 2021.
Edición:4th ed
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009644301606719
Tabla de Contenidos:
  • Intro
  • Title Page
  • Copyright and Credits
  • Dedication
  • Foreword
  • Contributors
  • Table of Contents
  • Preface
  • Chapter 1: Displaying Data with Core UI Elements
  • Technical requirements
  • Displaying a "Hello World" UI text message
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Styling substrings with rich text
  • Displaying a digital clock
  • Getting ready
  • How to do it...
  • How it works...
  • Displaying a digital countdown timer
  • Getting ready
  • How to do it...
  • How it works...
  • Creating a message that fades away
  • Getting ready
  • How to do it...
  • How it works...
  • Displaying a perspective 3D Text Mesh
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Making the text crawl as it does in the movie
  • Where to learn more
  • Creating sophisticated text with TextMeshPro
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Rich text substrings for colors, effects, and sprites
  • Displaying an image
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Working with 2D sprites and UI Image components
  • See also
  • Creating UIs with the Fungus open source dialog system
  • How to do it...
  • How it works...
  • Creating a Fungus character dialog with images
  • How to do it...
  • How it works...
  • There's more...
  • Further reading
  • Chapter 2: Responding to User Events for Interactive UIs
  • Technical requirements
  • Creating UI Buttons to move between scenes
  • How to do it...
  • How it works...
  • There's more...
  • Animating button properties on mouseover
  • How to do it...
  • How it works...
  • Organizing image panels and changing panel depths via buttons
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Moving up or down by just one position, using scripted methods.
  • Displaying the value of an interactive UI Slider
  • How to do it...
  • How it works...
  • Displaying a countdown timer graphically with a UI Slider
  • Getting ready
  • How to do it...
  • How it works...
  • Setting custom mouse cursors for 2D and 3D GameObjects
  • Getting ready
  • How to do it...
  • How it works...
  • Setting custom mouse cursors for UI controls
  • Getting ready
  • How to do it...
  • How it works...
  • Interactive text entry with Input Field
  • How to do it...
  • How it works...
  • There's more...
  • Toggles and radio buttons via toggle groups
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Creating text and image icon UI Drop-down menus
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Adding images to a Dropdown control
  • Displaying a radar to indicate the relative locations of objects
  • Getting ready
  • How to do it...
  • How it works...
  • The Start() method
  • The Update() method
  • The FindAndDisplayBlipsForTag(...) method
  • The CalculateBlipPositionAndDrawBlip (...) method
  • The NormalizedPosition(...) method
  • The CalculateBlipPosition(...) method
  • The DrawBlip() method
  • There's more...
  • Chapter 3: Inventory and Advanced UIs
  • Technical requirements
  • Creating a simple 2D mini-game - SpaceGirl
  • Getting ready
  • How to do it...
  • How it works...
  • Displaying single object pickups with carrying and not-carrying text
  • Getting ready
  • How to do it...
  • How it works...
  • The PlayerInventory script class
  • The PlayerInventoryDisplay script class
  • There's more...
  • Collecting multiple items and display the total number carried
  • Alternative - combining all the responsibilities into a single script
  • Displaying single-object pickups with carrying and not-carrying icons
  • Getting ready
  • How to do it...
  • How it works.
  • Displaying multiple pickups of the same object with multiple status icons
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Revealing icons for multiple object pickups by changing the size of a tiled image
  • Using panels to visually outline the inventory UI area and individual items
  • Getting ready
  • How to do it...
  • How it works...
  • Creating a C# inventory slot UI to display scripted components
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Modifying the game for a second inventory panel for keys
  • Using UI Grid Layout Groups to automatically populate a panel
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Automatically inferring the number of inventory slots based on the number of GameObjects tagged Star
  • Adding a horizontal scroll bar to the inventory slot display
  • Automatically changing the grid cell size based on the number of slots in the inventory
  • Displaying multiple pickups of different objects as a list of text via a dynamic list of scripted PickUp objects
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Ordering items in the inventory list alphabetically
  • Using a Dictionary and Enums to display text totals for different objects
  • Getting ready
  • How to do it...
  • How it works...
  • Creating a runtime UI Toolkit interface
  • Getting ready
  • How to do it...
  • How it works...
  • Further reading
  • Chapter 4: Playing and Manipulating Sounds
  • Technical requirements
  • Playing different one-off sound effects with a single AudioSource component
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Playing a sound at a static point in 3D world space
  • Playing and controlling different sounds each with its own AudioSource component
  • Getting ready
  • How to do it...
  • How it works.
  • Creating just-in-time AudioSource components at runtime through C# scripting
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Adding the CreateAudioSource(...) method as an extension to the MonoBehavior class
  • Delaying before playing a sound
  • Getting ready
  • How to do it...
  • How it works...
  • Preventing an audio clip from restarting if it is already playing
  • Getting ready
  • How to do it...
  • How it works...
  • Waiting for the audio to finish playing before auto-destructing an object
  • Getting ready
  • How to do it...
  • How it works...
  • See also
  • Scheduling a sound to play at a certain time
  • Getting ready
  • How to do it...
  • How it works...
  • Audio visualization from sample spectral data
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Adding visualizations to a second AudioSource component
  • Trying out different Fast Fourier Transform (FFT) window types
  • Synchronizing simultaneous and sequential music to create a simple 140 bpm music-loop manager
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Adding visualizations to the four playing loops
  • Further reading
  • Chapter 5: Creating 3D Objects, Terrains, Textures, and Materials
  • Technical requirements
  • Creating 3D primitives and adding materials and textures
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Enhancing the scene - adding a spotlight and wood material
  • Creating a new Material asset file in the Project window and then setting its Albedo to a texture
  • Converting and importing 3D models into a project
  • Getting ready
  • How to do it...
  • How it works...
  • Highlighting GameObject materials on mouseover
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Collider needed for custom meshes.
  • Changing the material's color in response to mouse events
  • Fading the transparency of a material
  • How to do it...
  • How it works...
  • There's more...
  • Destroying objects when fading is complete
  • Using the GameObject's alpha as our starting alpha value
  • Using a coroutine for our fading loop
  • Creating geometry with ProBuilder
  • How to do it...
  • How it works...
  • Creating a house with ProBuilder
  • How to do it...
  • How it works...
  • Creating and texture-painting terrains
  • How to do it...
  • How it works...
  • Height painting terrains
  • Getting ready
  • How to do it...
  • How it works...
  • Adding Terrain holes
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Further reading
  • Chapter 6: 2D Animation and Physics
  • Technical requirements
  • Flipping a sprite horizontally - the DIY approach
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Flipping a sprite horizontally - using Animator State Chart and transitions
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Instantaneous swapping
  • Animating body parts for character movement events
  • Getting ready
  • How to do it...
  • How it works...
  • Creating a three-frame animation clip to make a platform continually animate
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Copying the animation relative to a new parent GameObject
  • Making a platform start falling once stepped on using a Trigger to move the animation from one state to another
  • Getting ready
  • How to do it...
  • How it works...
  • Creating animation clips from sprite sheet sequences
  • Getting ready
  • How to do it...
  • How it works...
  • Creating a platform game with tiles and tilemaps
  • Getting ready
  • How to do it...
  • How it works...
  • There's more...
  • Tile palettes for objects and walls.
  • Using sprite placeholders to create a simple physics scene.