My Account Log in

3 options

Unity 2021 cookbook : over 140 recipes to take your Unity game development skills to the next level / Matt Smith, Shaun Ferns.

EBSCOhost Academic eBook Collection (North America) Available online

View online

Ebook Central College Complete Available online

View online

O'Reilly Online Learning: Academic/Public Library Edition Available online

View online
Format:
Book
Author/Creator:
Smith, Matt, author.
Ferns, Shaun, author.
Contributor:
Gregan, Chris, Forward 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

The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.

My Account

Shelf Request an item Bookmarks Fines and fees Settings

Guides

Using the Library Catalog Using Articles+ Library Account