Book Image

Learning C# by Developing Games with Unity 2019 - Fourth Edition

By : Harrison Ferrone
Book Image

Learning C# by Developing Games with Unity 2019 - Fourth Edition

By: Harrison Ferrone

Overview of this book

Learning to program in today’s technical landscape can be a daunting task, especially when faced with the sheer number of languages you have to choose from. Luckily, Learning C# with Unity 2019 removes the guesswork and starts you off on the path to becoming a confident, and competent, programmer using game development with Unity. You’ll start off small by learning the building blocks of programming, from variables, methods, and conditional statements to classes and object-oriented systems. After you have the basics under your belt you’ll explore the Unity interface, creating C# scripts, and translating your newfound knowledge into simple game mechanics. Throughout this journey, you’ll get hands-on experience with programming best practices and macro-level topics such as manager classes and flexible application architecture. By the end of the book, you’ll be familiar with intermediate C# topics like generics, delegates, and events, setting you up to take on projects of your own.
Table of Contents (20 chapters)
Free Chapter
1
Section 1: Programming Foundations and C#
7
Section 2: Scripting Game Mechanics in Unity
12
Section 3: Leveling Up Your C# Code

Lighting basics

Lighting in Unity is a broad topic, but it can be boiled down into two categories: realtime and precomputed. Both types of lights take into account properties such as the color and intensity of the light, as well as the direction it is facing in the scene; the difference is how the Unity engine computes how the lights act.

Realtime lighting is computed every frame, meaning that any object that passes in its path will cast realistic shadows and generally behave like a real-world light source. However, this can significantly slow down your game and cost an exponential amount of computing power, depending on the number of lights in your scene. Precomputed lighting, on the other hand, stores the scene's lighting in a texture called a lightmap, which is then applied, or baked, into the scene. While this saves computing power, baked lighting is static, meaning it doesn't react realistically or change when objects move in the scene.

There is...