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Hands-On Unity 2020 Game Development

You're reading from   Hands-On Unity 2020 Game Development Build, customize, and optimize professional games using Unity 2020 and C#

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Product type Paperback
Published in Jul 2020
Publisher Packt
ISBN-13 9781838642006
Length 580 pages
Edition 1st Edition
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Author (1):
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Nicolas Alejandro Borromeo Nicolas Alejandro Borromeo
Author Profile Icon Nicolas Alejandro Borromeo
Nicolas Alejandro Borromeo
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Table of Contents (24) Chapters Close

Preface 1. Chapter 1: Designing a Game from Scratch 2. Chapter 2: Setting Up Unity FREE CHAPTER 3. Chapter 3: Working with Scenes and GameObjects 4. Chapter 4: Grayboxing with Terrain and ProBuilder 5. Chapter 5: Importing and Integrating Assets 6. Chapter 6: Materials and Effects with URP and Shader Graph 7. Chapter 7: Visual Effects with Particle Systems and VFX Graph 8. Chapter 8: Lighting Using the Universal Render Pipeline 9. Chapter 9: Fullscreen Effects with postprocessing 10. Chapter 10: Sound and Music Integration 11. Chapter 11: User Interface Design 12. Chapter 12: Creating Animations with Animator, Cinemachine, and Timeline 13. Chapter 13: Introduction to Unity Scripting with C# 14. Chapter 14: Implementing Movement and Spawning 15. Chapter 15: Physics Collisions and Health System 16. Chapter 16: Win and Lose Conditions 17. Chapter 17: Scripting the UI, Sounds, and Graphics 18. Chapter 18: Implementing Game AI for Building Enemies 19. Chapter 19: Scene Performance Optimization 20. Chapter 20: Building the Project 21. Chapter 21: Finishing Touches 22. Chapter 22: Augmented Reality in Unity 23. Other Books You May Enjoy

Applying shadows

Maybe you are thinking that we already have shadows in the scene, but actually, we don't. The darker areas of the object, the ones that are not facing the lights, don't have shadows – they are not being lit, and that's quite different from a shadow. In this case, we are referring to the shadows that are projected from one object to another; for example, the shadow of the player being projected on the floor, or from the mountains to other objects. Shadows can increase the quality of our scene, but they also cost a lot to calculate, so we have two options: not using shadows (recommended for low-end devices such as mobiles) or finding a balance between performance and quality according to our game and the target device. In the first case, you can skip this whole section, but if you want to achieve performant shadows (as much as possible), keep reading.

In this section, we are going to discuss the following topics about shadows:

  • Understanding...
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