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Unity Cookbook

You're reading from   Unity Cookbook Over 160 recipes to craft your own masterpiece in Unity 2023

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Product type Paperback
Published in Nov 2023
Publisher Packt
ISBN-13 9781805123026
Length 780 pages
Edition 5th Edition
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Authors (3):
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Sinéad Murphy Sinéad Murphy
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Sinéad Murphy
Matt Smith Matt Smith
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Matt Smith
Shaun Ferns Shaun Ferns
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Shaun Ferns
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Toc

Table of Contents (22) Chapters Close

Preface 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. Textures, Materials, and 3D Objects 6. Creating 3D Environments with Terrains 7. Creating 3D Geometry with ProBuilder 8. 2D Animation and Physics 9. Animated Characters 10. Saving and Loading Data 11. Controlling and Choosing Positions 12. Navigation Meshes and Agents 13. Cameras, Lighting, and Visual Effects 14. Shader Graphs and Video Players 15. Particle Systems and Other Visual Effects 16. Mobile Games and Applications 17. Augmented Reality (AR) 18. Virtual and Extended Reality (VR/XR) 19. Advanced Topics – Gizmos, Automated Testing, and More 20. Other Books You May Enjoy
21. Index

2D Animation and Physics

Since Unity 4.6 in 2014, Unity has shipped with dedicated 2D features, and in this chapter, we will present a range of recipes that introduce the basics of 2D animation to help you understand the relationships between the different animation elements.

In Unity 2D, animations can be created in several different ways – one way is to create many images, each slightly different, which give the appearance of movement frame by frame.

A second way to create animations is by defining keyframe positions for individual parts of an object (for example, the arms, legs, feet, head, and eyes) and getting Unity to calculate all the in-between positions when the game is running:

Figure 8.1: Overview of animation in Unity

Both sources of animations become animation clips in the Animation panel. Each animation clip then becomes a state in an Animator Controller State Machine. We can also duplicate states based on animation clips, or create new...

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