Book Image

Hands-On Unity 2020 Game Development

By : Nicolas Alejandro Borromeo
Book Image

Hands-On Unity 2020 Game Development

By: Nicolas Alejandro Borromeo

Overview of this book

Over the years, the Unity game engine has extended its scope from just being about creating video games to building AR/VR experiences, complex simulations, real-time realistic rendering, films, and serious games for training and education. Its features for implementing gameplay, graphics, and customization using C# programming make Unity a comprehensive platform for developing professional-level, rich experiences. With this book, you'll be able to build impressive Unity projects in a step-by-step manner and apply your knowledge of Unity concepts to create a real-world game. Complete with hands-on tutorials and projects, this easy-to-follow guide will show you how to develop your first complete game using a variety of Unity tools. As you make progress, you'll learn how to make the most of the Unity Editor and create scripts using the C# programming language. This Unity game development book will then take you through integrating graphics, sound, and animations and manipulating physics to create impressive mechanics for your games. You'll also learn how to code a simple AI agent to challenge the user and use profiling tools to ensure that the code runs in a performant way. Finally, you'll get to grips with Unity's AR Foundation for creating AR experiences for 3D apps and games. By the end of this book, you'll have developed a complete game and will have built a solid foundation using Unity's tooling ecosystem to develop game projects of any scale.
Table of Contents (24 chapters)
Chapter 20: Building the Project

Optimizing lighting

We mentioned previously that not calculating lighting is good for performance, but what about not calculating lights, but still having them? Yes, its 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've been calculated...