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Learning C# by Developing Games with Unity 2021

You're reading from   Learning C# by Developing Games with Unity 2021 Kickstart your C# programming and Unity journey by building 3D games from scratch

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Product type Paperback
Published in Oct 2021
Publisher Packt
ISBN-13 9781801813945
Length 428 pages
Edition 6th Edition
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Author (1):
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Harrison Ferrone Harrison Ferrone
Author Profile Icon Harrison Ferrone
Harrison Ferrone
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Table of Contents (18) Chapters Close

Preface 1. Getting to Know Your Environment FREE CHAPTER 2. The Building Blocks of Programming 3. Diving into Variables, Types, and Methods 4. Control Flow and Collection Types 5. Working with Classes, Structs, and OOP 6. Getting Your Hands Dirty with Unity 7. Movement, Camera Controls, and Collisions 8. Scripting Game Mechanics 9. Basic AI and Enemy Behavior 10. Revisiting Types, Methods, and Classes 11. Introducing Stacks, Queues, and HashSets 12. Saving, Loading, and Serializing Data 13. Exploring Generics, Delegates, and Beyond 14. The Journey Continues 15. Pop Quiz Answers
16. Other Books You May Enjoy
17. Index

Lighting basics

Lighting in Unity is a broad topic, but it can be boiled down into two categories: real-time 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, which can all be configured in the Inspector pane. The difference is how the Unity engine computes how the lights act.

Real-time 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. This means that it doesn't react realistically or change...

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