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Unity Development Cookbook, 2nd Edition
book

Unity Development Cookbook, 2nd Edition

by Paris Buttfield-Addison, Jon Manning, Tim Nugent
August 2023
Beginner to intermediate
432 pages
8h 58m
English
O'Reilly Media, Inc.
Content preview from Unity Development Cookbook, 2nd Edition

Chapter 4. Mathematics

Mathematics is an unavoidable part of using a spatial development tool like Unity. Like it or loathe it, you need to use it, acknowledge it, and even downright embrace it to get anything done. Fortunately, you can gloss over or pretend a lot of it isn’t there, but it’s always there, supporting you, and lurking beneath.

This chapter explores some of the most common math-related problems you’ll encounter when developing using Unity.

Note

This isn’t all the math you’ll need for game, or Unity, development; far from it! But it’s enough math to help out, and get you started. We’ve done our best to structure it around the problems you might want to solve using the math, rather than the math itself.

Have you ever wondered what a vector is? Or how to use a matrix? What about a quaternion? We’ll cover them here, while also touching on common math problems in Unity development, like calculating the angles and distances to something else in your Unity-based project.

Tip

Nothing in this chapter is unique or specific to development with Unity. We do cover things from a Unity-centric perspective when we talk about code, but everything here is just plain old math for spatial or game development.

Read on for just enough math for Unity development.

Tip

We can’t more highly recommend Paco Nathan’s Just Enough Math video series, also from O’Reilly. Check it out if you want to learn even more math.

4.1 Storing Coordinates of Varying Dimensions Using Vectors

Problem

Unity ...

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Publisher Resources

ISBN: 9781098113704Errata Page