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Hands-On Unity  Game Development - Fourth Edition

You're reading from  Hands-On Unity Game Development - Fourth Edition

Product type Book
Published in Jan 2024
Publisher Packt
ISBN-13 9781835085714
Pages 742 pages
Edition 4th Edition
Languages
Authors (2):
Nicolas Alejandro Borromeo Nicolas Alejandro Borromeo
Profile icon Nicolas Alejandro Borromeo
Juan Gabriel Gomila Salas Juan Gabriel Gomila Salas
Profile icon Juan Gabriel Gomila Salas
View More author details

Table of Contents (28) Chapters

Preface 1. Section 1: Getting Started with Unity
2. Embark on Your Unity Journey 3. Crafting Scenes and Game Elements 4. From Blueprint to Reality: Building with Terrain and ProBuilder 5. Seamless Integration: Importing and Integrating Assets 6. Section 2: Mastering Programming and Gameplay Mechanics
7. Unleashing the Power of C# and Visual Scripting 8. Dynamic Motion: Implementing Movement and Spawning 9. Collisions and Health: Detecting Collisions Accurately 10. Victory or Defeat: Win and Lose Conditions 11. Starting Your AI Journey: Building Intelligent Enemies for Your Game 12. Section 3: Elevating Visuals, Effects, and Audio
13. Material Alchemy: Using URP and Shader Graph for Stunning Visuals 14. Captivating Visual Effects: Harnessing Particle Systems and Visual Effect Graph 15. Enlightening Worlds: Illuminating Scenes with the Universal Render Pipeline 16. Immersive Realism: Achieving Fullscreen Effects with Post-Processing 17. Harmonious Soundscapes: Integrating Audio and Music 18. Section 4: Designing User Interfaces, Animations and Advanced Concepts
19. Interface Brilliance: Designing User-Friendly UI 20. Next-Gen UI: Creating Dynamic Interfaces with UI Toolkit 21. Animated Realities: Creating Animations with Animator, Cinemachine, and Timeline 22. Performance Wizardry: Optimizing Your Game with Profiler Tools 23. From Prototype to Executable: Generating and Debugging Your Game 24. AR/VR 25. Massive Worlds: Introduction to DOTS 26. Other Books You May Enjoy
27. Index

Summary

In this chapter, we discussed several lighting topics, such as how Unity calculates lights and shadows, how to deal with different light sources such as direct and indirect lighting, how to configure shadows, how to bake lighting to optimize performance, and how to combine dynamic and static lighting so that the lights aren’t disconnected from the world they affect. This was a long chapter, but lighting deserves that. It is a complex subject that can improve the look and feel of your scene drastically, as well as reduce your performance dramatically. It requires a lot of practice, and here, we tried to summarize all the important knowledge you will need to start experimenting with it. Be patient with this topic; it is easy to get incorrect results, but you are probably just one checkbox away from solving it.

Now that we have improved all we can in the scene settings, in the next chapter, we will apply a final layer of graphic effects using the Unity post-processing...

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