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Unity 2021 cookbook : over 140 recipes to take your Unity game development skills to the next level / Matt Smith, Shaun Ferns.
- Format:
- Book
- Author/Creator:
- Smith, Matt, author.
- Ferns, Shaun, author.
- Language:
- English
- Subjects (All):
- Computer games--Development.
- Computer games.
- Video games--Programming.
- Video games.
- Physical Description:
- 1 online resource (820 pages)
- Edition:
- 4th ed.
- Distribution:
- London : Bloomsbury Publishing (UK), 2024.
- Place of Publication:
- Birmingham : Packt Publishing, 2021.
- System Details:
- text file HTML
- Summary:
- 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.
- Contents:
- 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
- Displaying a digital countdown timer
- Creating a message that fades away
- Displaying a perspective 3D Text Mesh
- Making the text crawl as it does in the movie
- Where to learn more
- Creating sophisticated text with TextMeshPro
- Rich text substrings for colors, effects, and sprites
- Displaying an image
- Working with 2D sprites and UI Image components
- See also
- Creating UIs with the Fungus open source dialog system
- Creating a Fungus character dialog with images
- Further reading
- Chapter 2: Responding to User Events for Interactive UIs
- Creating UI Buttons to move between scenes
- Animating button properties on mouseover
- Organizing image panels and changing panel depths via buttons
- Moving up or down by just one position, using scripted methods.
- Displaying the value of an interactive UI Slider
- Displaying a countdown timer graphically with a UI Slider
- Setting custom mouse cursors for 2D and 3D GameObjects
- Setting custom mouse cursors for UI controls
- Interactive text entry with Input Field
- Toggles and radio buttons via toggle groups
- Creating text and image icon UI Drop-down menus
- Adding images to a Dropdown control
- Displaying a radar to indicate the relative locations of objects
- The Start() method
- The Update() method
- The FindAndDisplayBlipsForTag(...) method
- The CalculateBlipPositionAndDrawBlip (...) method
- The NormalizedPosition(...) method
- The CalculateBlipPosition(...) method
- The DrawBlip() method
- Chapter 3: Inventory and Advanced UIs
- Creating a simple 2D mini-game - SpaceGirl
- Displaying single object pickups with carrying and not-carrying text
- The PlayerInventory script class
- The PlayerInventoryDisplay script class
- 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
- How it works.
- Displaying multiple pickups of the same object with multiple status icons
- 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
- Creating a C# inventory slot UI to display scripted components
- Modifying the game for a second inventory panel for keys
- Using UI Grid Layout Groups to automatically populate a panel
- 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
- Ordering items in the inventory list alphabetically
- Using a Dictionary and Enums to display text totals for different objects
- Creating a runtime UI Toolkit interface
- Chapter 4: Playing and Manipulating Sounds
- Playing different one-off sound effects with a single AudioSource component
- Playing a sound at a static point in 3D world space
- Playing and controlling different sounds each with its own AudioSource component
- Creating just-in-time AudioSource components at runtime through C# scripting
- Adding the CreateAudioSource(...) method as an extension to the MonoBehavior class
- Delaying before playing a sound
- Preventing an audio clip from restarting if it is already playing
- Waiting for the audio to finish playing before auto-destructing an object
- Scheduling a sound to play at a certain time
- Audio visualization from sample spectral data
- 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
- Adding visualizations to the four playing loops
- Chapter 5: Creating 3D Objects, Terrains, Textures, and Materials
- Creating 3D primitives and adding materials and textures
- 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
- Highlighting GameObject materials on mouseover
- Collider needed for custom meshes.
- Changing the material's color in response to mouse events
- Fading the transparency of a material
- 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
- Creating a house with ProBuilder
- Creating and texture-painting terrains
- Height painting terrains
- Adding Terrain holes
- Chapter 6: 2D Animation and Physics
- Flipping a sprite horizontally - the DIY approach
- Flipping a sprite horizontally - using Animator State Chart and transitions
- Instantaneous swapping
- Animating body parts for character movement events
- Creating a three-frame animation clip to make a platform continually animate
- 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
- Creating animation clips from sprite sheet sequences
- Creating a platform game with tiles and tilemaps
- Tile palettes for objects and walls.
- Using sprite placeholders to create a simple physics scene.
- ISBN:
- 9781839219276
- 1839219270
- OCLC:
- 1281971151
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