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Unity Cookbook
Unity Cookbook

Unity Cookbook: Over 160 recipes to craft your own masterpiece in Unity 2023 , Fifth Edition

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Full star icon Full star icon Full star icon Full star icon Half star icon 4.7 (27 Ratings)
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Arrow left icon
Profile Icon Matt Smith Profile Icon Shaun Ferns Profile Icon Sinéad Murphy
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$49.99
Full star icon Full star icon Full star icon Full star icon Half star icon 4.7 (27 Ratings)
Paperback Nov 2023 780 pages 5th Edition
eBook
$35.98 $39.99
Paperback
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Free Trial
Renews at $19.99p/m
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Unity Cookbook

Responding to User Events for Interactive UIs

Almost all the recipes in this chapter involve different interactive UI controls. Although there are different kinds of interactive UI controls, the basic way to work with them, as well as to have scripted actions respond to user actions, is all based on the same idea: events triggering the execution of object method functions.

Then, for fun, and as an example of a very different kind of UI, the final recipe will demonstrate how to add sophisticated, real-time communication for the relative positions of objects in the scene to your game - in the form of a radar!

The UI can be used for three main purposes:

  • To display static (unchanging) values, such as the name or logo image of the game, or word labels such as Level and Score, that tell us what the numbers next to them indicate (the recipes for these can be found in Chapter 1, Displaying Data with Core UI Elements).
  • To display values that change due to our scripts, such as timers, scores, or the distance from our Player character to some other object (an example of this is the radar recipe at the end of this chapter, Displaying a radar to indicate the relative locations of objects).
  • Interactive UI controls, whose purpose is to allow the player to communicate with the game scripts via their mouse or touchscreen. These are the ones we’ll look at in detail in this chapter.

The core concept of working with Unity interactive UI controls is to register an object’s public method so that we’re informed when a particular event occurs. For example, we can add a UI dropdown to a scene named DropDown1, and then write a MyScript script class containing a NewValueAction() public method to perform an action. However, nothing will happen until we do two things:

  • We need to add an instance of the script class as a component of a GameObject in the scene (which we’ll name go1 for our example – although we can also add the script instance to the UI GameObject itself if we wish to).
  • In the UI dropdown’s properties, we need to register the GameObject’s public method of its script component so that it responds to On Value Changed event messages.

The NewValueAction() public method of the MyScript script will typically retrieve the value that’s been selected by the user in the dropdown and do something with it. For example, the NewValueAction() public method might confirm the value to the user, change the music volume, or change the game’s difficulty. The NewValueAction() method will be executed each time GameObject go1 receives the NewValueAction() message. In the properties of DropDown1, we need to register go1's scripted component – that is, MyScript's NewValueAction() public method – as an event listener for On Value Changed events. We need to do all this at design time (that is, in the Unity Editor before running the scene):

A screenshot of a design

Description automatically generated

Figure 2.1: Graphical representation of the UI at design time

At runtime (when the scene in the application is running), the following will happen:

  1. If the user changes the value in the drop-down menu of the DropDown1 GameObject (step 1 in the following diagram), this will generate an On Value Changed event.
  2. DropDown1 will update its display on the screen to show the user the newly selected value (step 2a). It will also send messages to all the GameObject components registered as listeners to On Value Changed events (step 2b).
  3. In our example, this will lead to the NewValueAction() method in the go1 GameObject’s scripted component being executed (step 3).
A diagram of a run-time

Description automatically generated

Figure 2.2: Graphical representation of the UI at runtime

Registering public object methods is a very common way to handle events such as user interaction or web communications, which may occur in different orders, may never occur, or may happen several times in a short period. Several software design patterns describe ways to work with these event setups, such as the Observer pattern and the Publisher-Subscriber design pattern (more details can be found at https://unity.com/how-to/create-modular-and-maintainable-code-observer-pattern).

Core GameObject components related to interactive Unity UI development include the following:

  • Visual UI controls: The visible UI controls themselves include Button, Image, Text, and Toggle. These are the UI controls the user sees on the screen and uses their mouse/touchscreen to interact with. These are the GameObjects that maintain a list of object methods that have subscribed to user-interaction events.
  • Interaction UI controls: These are non-visible components that are added to GameObjects; examples include Input Field and Toggle Group.
  • Panel: UI objects can be grouped together (logically and physically) with UI Panels. Panels can play several roles, including providing a GameObject parent in the Hierarchy window for a related group of controls. They can provide a visual background image to graphically relate controls on the screen, and they can also have scripted resize and drag interactions added if desired.

In addition, the concept of sibling depth is important when multiple UI components are overlapping. The bottom-to-top display order (what appears on the top of what) for a UI element is determined initially by its place in the sequence in the Hierarchy window. At design time, this can be manually set by dragging GameObjects into the desired sequence in the Hierarchy window. At runtime, we can send messages to the Rect Transforms of GameObjects to dynamically change their Hierarchy position (and, therefore, the display order) as the game or user interaction demands. This is illustrated in the Organizing images inside panels and changing panel depths via buttons recipe in this chapter.

Often, a UI element exists with most of the components that you may need for something in your game, but you may need to adapt it somehow. An example of this can be seen in the Displaying a countdown timer graphically with a UI Slider recipe, which makes a UI Slider non-interactive so as to display a red-green progress bar for the status of a countdown timer.

In this chapter, we will cover the following recipes:

  • Creating a UI Button to reveal an image
  • Creating a UI Button to move between scenes
  • Animating UI Button properties on mouseover
  • Organizing image panels and changing panel depths via UI Buttons
  • 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
  • Detecting interactions with a single Toggle UI component
  • Creating related radio buttons using UI Toggles
  • Creating text UI Dropdown menus
  • Creating image icon UI Dropdown menus
  • Displaying a radar to indicate the relative locations of objects.
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Key benefits

  • Explore VR and AR development to create immersive experiences that redefine gaming
  • Craft captivating mobile games with optimized performance and user-friendly controls
  • Elevate gameplay with expertly composed music, dynamic sound effects, and seamless audio integration

Description

Unleash your game development potential with Unity Cookbook, 5th Edition, designed to equip you with the skills and knowledge needed to excel in Unity game development. With over 160 expertly crafted recipes empowering you to pioneer VR and AR experiences, excel in mobile game development, and become a master of audio techniques. In this latest edition, we've meticulously curated a collection of recipes that reflect the latest advancements in Unity 2023, ensuring you stay at the forefront of game development. You'll discover dedicated recipes for First/Third Person (Core) templates, create engaging mobile games, delve into Virtual and Augmented Reality, and go further with audio by exploring advanced techniques. Additionally, the book has been fully updated to incorporate the new input system and TextMeshPro, essential elements for modern game development. From exploring C# scripting to crafting stylish UIs, creating stunning visual effects, and understanding shader development through Shader Graph, every chapter is designed to take you closer to your goal of becoming a proficient Unity developer. So, whether you're aiming to develop the next hit game, enhance your portfolio, or simply have fun building games, this book will be your trusted companion on your journey to Unity proficiency.

Who is this book for?

If you’re a Unity developer looking for better ways to resolve common recurring problems, then this book is for you. Programmers dipping their toes into multimedia features for the first time will also find this book useful. Before you get started with this book, you’ll need a solid understanding of Unity’s functionality and experience with programming in C#.

What you will learn

  • Craft stylish user interfaces, from power bars to radars, and implement button-driven scene changes effortlessly
  • Enhance your games with AI controlled characters, harnessing Unity's navigation meshes, surfaces, and agents
  • Discover the power of Cinemachine in Unity for intelligent camera movements
  • Elevate games with immersive audio, including background music and dynamic sound effects
  • Bring your games to life with captivating visual effects, from smoke and explosions to customizable particle systems
  • Build your own shaders using Unity's Shader Graph tool
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Table of Contents

21 Chapters
Displaying Data with Core UI Elements Chevron down icon Chevron up icon
Responding to User Events for Interactive UIs Chevron down icon Chevron up icon
Inventory and Advanced UIs Chevron down icon Chevron up icon
Playing and Manipulating Sounds Chevron down icon Chevron up icon
Textures, Materials, and 3D Objects Chevron down icon Chevron up icon
Creating 3D Environments with Terrains Chevron down icon Chevron up icon
Creating 3D Geometry with ProBuilder Chevron down icon Chevron up icon
2D Animation and Physics Chevron down icon Chevron up icon
Animated Characters Chevron down icon Chevron up icon
Saving and Loading Data Chevron down icon Chevron up icon
Controlling and Choosing Positions Chevron down icon Chevron up icon
Navigation Meshes and Agents Chevron down icon Chevron up icon
Cameras, Lighting, and Visual Effects Chevron down icon Chevron up icon
Shader Graphs and Video Players Chevron down icon Chevron up icon
Particle Systems and Other Visual Effects Chevron down icon Chevron up icon
Mobile Games and Applications Chevron down icon Chevron up icon
Augmented Reality (AR) Chevron down icon Chevron up icon
Virtual and Extended Reality (VR/XR) Chevron down icon Chevron up icon
Advanced Topics – Gizmos, Automated Testing, and More Chevron down icon Chevron up icon
Other Books You May Enjoy Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

Customer reviews

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Full star icon Full star icon Full star icon Full star icon Half star icon 4.7
(27 Ratings)
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4 star 7.4%
3 star 11.1%
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Bill Rislov Dec 06, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Just finished this fantastic book – it's perfect if you're past the Unity and C# basics. Loads of examples with helpful images to guide you. The best part? Learning how AI is scripted in Unity and playing around with navigation costs between waypoints. I'm giving it 5 stars and highly recommend it if you want to level up your Unity skills. Big kudos to everyone who worked on this gem!
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SAO Dec 09, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
If you know a little about Unity already, this book can be a great resource. Trying to fit everything in a book is hard so I would say this is not for total beginners and even some intermediates might have to fill in some blanks from personal knowledge. Some things are presented in a way a new Dev might not understand. You are expected to know how to do A to achieve B. I would suggest to know your way around Unity with creating game objects, scripts and how the are connected.If you have a idea for a game you want to make including the mechanics the game will incorporate, this book can be great to go search through the table of contents to learn up on certain topics. There are topics in here like reading data from text files, logging player actions, reading from the web, raycasting, Cinemachine, creating simple shaders and much more. Like I said it can be a great resource and might actually give you some great ideas. Hope you like it like I did.
Amazon Verified review Amazon
Zaid Kamil Dec 12, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This book is a goldmine for those already familiar with the basics of Unity and C# programming. It's filled with numerous examples accompanied by clear explanations and helpful images, which make learning a breeze.Pros:Comprehensive Coverage: This book delves into a wide range of topics, providing insights into various aspects of Unity game development beyond the fundamentals.Practical Examples: The inclusion of written examples supported by images is a standout feature, making it easier to grasp and apply the concepts in real projects.AI Scripting Insights: Personally, the highlight was understanding AI scripting within Unity, especially how different costs aid their movement between waypoints.5/5 Rating: I unequivocally rate this book 5/5 for its depth, clarity, and practicality.Recommendation: I highly recommend this book to anyone seeking to elevate their understanding and skills in Unity game development.Cons:Advanced Focus: Might not be suitable for absolute beginners due to its focus on more advanced Unity and C# concepts.Overall, immense credit to the creators of this book. It's an invaluable resource for anyone aiming to expand their Unity expertise.
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Jon J Jan 17, 2024
Full star icon Full star icon Full star icon Full star icon Full star icon 5
As the title states, this book has over 160 recipes for common tasks in the Unity Engine. It is a book that I can recommend for all levels. For advanced Unity users there is undoubtedly something you haven’t thought of or a new perspective on how to accomplish a certain workflow. For beginners, the book will allow you to get going quickly with minimal knowledge. The other good thing for beginners is that, in the process of following the recipes, you will come to see how certain things work in Unity and you will be learning the engine.A prime example of what I’m describing can be seen in chapter 2. On the beginner side we have a recipe for how to load a scene with a UI button whereas toward the end of the chapter there is a recipe on how to create a radar (a more advanced topic). Chapter 3 continues the UI topic with an inventory system. Other highlights include a chapter on terrains, Pro Builder, and saving and loading data. Several recipes also include lists of common errors that can be encountered and how to fix them. This is not something I’ve seen a lot of in these types of books and it really helps to round out the knowledge presented.The way the book and chapters are structured is straightforward and easy to follow. Each recipe has a “How to do it” and a “How it works” section. The “how to do it” section is generally a step-by-step process to complete the recipe. The “How it works” section goes into more detail as to what is going on in the recipe. Another thing I liked about the chapters is that most have a section at the end on references and further reading if the reader wants to know more about the topic.Where this book really shines is the sheer amount of information it provides, all in one place, on a diverse amount of Unity workflows. There is really something here for everyone, whether you are a beginner working with Unity or whether you need to know more about advanced topics such as Unit Testing with Unity. I would recommend picking up a copy if you are in the market for a new Unity book.
Amazon Verified review Amazon
Keith D. Dec 21, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
The strength of the "Unity Cookbook" lies in its pragmatic focus on hands-on examples and real-world applications. As someone comfortable with code, I appreciate the author's choice to dive into practical exercises promptly. The book manages to strike a balance between being a refresher for experienced developers and a welcoming guide for those new to Unity. The companion files provided for download proved to be invaluable. Importing them into Unity was a breeze, and the seamless integration with the book's content made the learning experience fluid and enjoyable. The attention to detail, from code snippets to file organization, demonstrates the author's commitment to facilitating a smooth learning journey.the "Unity Cookbook" is a palatable feast of Unity wisdom. It caters to various skill levels, offering a buffet of practical exercises, clear explanations, and a promising exploration of challenging topics. I look forward to savoring the chapters to come and overcoming my weakness in mesh creation.
Amazon Verified review Amazon
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