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  • Book Overview & Buying Hands-On Unity 2022 Game Development
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Hands-On Unity 2022 Game Development

Hands-On Unity 2022 Game Development - Third Edition

By : Nicolas Alejandro Borromeo
4.7 (22)
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Hands-On Unity 2022 Game Development

Hands-On Unity 2022 Game Development

4.7 (22)
By: Nicolas Alejandro Borromeo

Overview of this book

Unity is a cross-platform game engine that provides you with powerful but simple-to-use features to solve the most common problems in Game Development, such as rendering, animation, physics, sound, and effects. You’ll learn to use these features to create simple but complete games (and all the nuances needed to handle Unity). Complete with hands-on tutorials and projects, this book will teach you to use the Unity game engine, create C# and visual scripts, integrate graphics, sound, and animations, and manipulate physics to create interesting mechanics for your game. You’ll then code a simple AI agent to challenge the user and work with profiling tools to ensure code efficiency. Finally, you'll work with Unity's AR tools to create AR experiences for 3D apps and games before publishing them to the world. If you are interested in creating impressive, commercial-quality games that are playable on a variety of platforms, then you’ve come to the right place.
Table of Contents (23 chapters)
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1
Creating a Unity Project
21
Other Books You May Enjoy
22
Index

Optimizing lighting

We mentioned previously that not calculating lighting is good for performance, but what about not calculating lights, but still having them? Yes, it sounds too good to be true, but it is actually possible (and, of course, tricky). We can use a technique called static lighting or baking, which allows us to calculate lighting once and use the cached result.

In this section, we will cover the following concepts related to static lighting:

  • Understanding static lighting
  • Baking lightmaps
  • Applying static lighting to dynamic objects

Understanding static lighting

The idea is pretty simple: just do the lighting calculations once, save the results, and then use those instead of calculating lighting all the time.

You may be wondering why this isn’t the default technique to use. This is because it has some limitations, with the big one being dynamic objects. Precalculating shadows means that they can’t change once they...

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