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Unity 2021 Cookbook

You're reading from   Unity 2021 Cookbook Over 140 recipes to take your Unity game development skills to the next level

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Product type Paperback
Published in Sep 2021
Publisher Packt
ISBN-13 9781839217616
Length 816 pages
Edition 4th Edition
Languages
Tools
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Authors (2):
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Shaun Ferns Shaun Ferns
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Shaun Ferns
Matt Smith Matt Smith
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Matt Smith
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Toc

Table of Contents (15) Chapters Close

1. Displaying Data with Core UI Elements 2. Responding to User Events for Interactive UIs FREE CHAPTER 3. Inventory and Advanced UIs 4. Playing and Manipulating Sounds 5. Creating 3D Objects, Terrains, Textures, and Materials 6. 2D Animation and Physics 7. Characters, Game Kits, and Starter Assets 8. Web Server Communication and Online Version Control 9. Controlling and Choosing Positions 10. Navigation Meshes and Agents 11. Cameras and Rendering Pipelines 12. Shader Graphs and Video Players 13. Advanced Topics - Gizmos, Automated Testing, and More 14. Particle Systems and Other Visual Effects 15. Virtual and Augmented Reality (VR/AR)

Creating just-in-time AudioSource components at runtime through C# scripting

In the previous recipe, for each sound clip that we wanted to manage in the scene, we had to manually create GameObjects with AudioSource components at design time. However, using C# scripting, we can create our own GameObjects that contain AudioSources at runtime  just when they are needed.

This method is similar to the built-in AudioSource PlayClipAtPoint() method, but the created AudioSource component is completely under our programmatic control – though, we are then responsible for destroying this component when it is no longer needed.

This code was inspired by some of the code posted, in 2011, in the online Unity Answers forum, by user Bunny83. Unity has a great online community helping each other and posting interesting ways of adding features to games. You can find out more about that post at http://answers.unity3d.com/questions/123772/playoneshot-returns-false-for-isplaying...
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