Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Unity 2021 Cookbook

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

Arrow left icon
Product type Paperback
Published in Sep 2021
Publisher Packt
ISBN-13 9781839217616
Length 816 pages
Edition 4th Edition
Languages
Tools
Arrow right icon
Authors (2):
Arrow left icon
Shaun Ferns Shaun Ferns
Author Profile Icon Shaun Ferns
Shaun Ferns
Matt Smith Matt Smith
Author Profile Icon Matt Smith
Matt Smith
Arrow right icon
View More author details
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 3D primitives and adding materials and textures

In this recipe, we'll create a simple signpost using an image containing text, as well as a combination of 3D cubes, cylinders, and plane primitives.

While in some cases we'll use complex 3D models that have been imported from modeling apps or third parties, there are several cases where 3D primitives are quick, simple, and sufficient for a game task. Examples of 3D primitives in games include invisible objects with trigger colliders (such as to open doors or to signal a checkpoint), the use of spheres as projectiles, the use of scaled cubes and planes for signposts, and so on. The speed and simplicity of using 3D primitives also make them perfect for fast prototyping, where the objects act as placeholders that can be replaced with more sophisticated models at a later stage in the production of the game. Materials can be quickly created that reference images to textured 3D primitives:

Figure 5.1 – A signpost...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at AU $24.99/month. Cancel anytime