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Hands-On Unity 2021 Game Development

You're reading from   Hands-On Unity 2021 Game Development Create, customize, and optimize your own professional games from scratch with Unity 2021

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Product type Paperback
Published in Aug 2021
Publisher Packt
ISBN-13 9781801071482
Length 710 pages
Edition 2nd 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 (29) Chapters Close

Preface 1. Section 1 – Our First Level
2. Chapter 1: Designing a Game from Scratch FREE CHAPTER 3. Chapter 2: Setting Up Unity 4. Chapter 3: Working with Scenes and Game Objects 5. Chapter 4: Grayboxing with Terrain and ProBuilder 6. Chapter 5: Importing and Integrating Assets 7. Section 2 – Improving Graphics and Sound
8. Chapter 6: Materials and Effects with URP and Shader Graph 9. Chapter 7: Visual Effects with Particle Systems and Visual Effect Graph 10. Chapter 8: Lighting Using the Universal Render Pipeline 11. Chapter 9: Fullscreen Effects with Postprocessing 12. Chapter 10: Sound and Music Integration 13. Chapter 11: User Interface Design 14. Chapter 12: Creating a UI with the UI Toolkit 15. Chapter 13: Creating Animations with Animator, Cinemachine, and Timeline 16. Section 3 – Scripting Level Interactivity with C#
17. Chapter 14: Introduction to C# and Visual Scripting 18. Chapter 15: Implementing Movement and Spawning 19. Chapter 16: Physics Collisions and Health System 20. Chapter 17: Win and Lose Condition 21. Chapter 18: Scripting the UI, Sounds, and Graphics 22. Chapter 19: Implementing Game AI for Building Enemies 23. Chapter 20: Scene Performance Optimization 24. Section 4 – Releasing Your Game
25. Chapter 21: Building the Project 26. Chapter 22: Finishing Touches 27. Chapter 23: Augmented Reality in Unity 28. Other Books You May Enjoy

Introduction to particle systems

All the graphics and effects we have created so far use static meshes, 3D models that can't be skewed, bent, or deformed in any way. Fluids such as fire and smoke clearly can't be represented using this kind of mesh. However, we can simulate these effects with a combination of static meshes, and this is where particle systems are useful.

Particle systems are objects that emit and animate lots of particles or billboards, which are simple quad meshes that face the camera. Each particle is a static mesh, but rendering, animating, and combining lots of them can generate the illusion of a fluid. In the following figure, on the left, you can see a smoke effect using particle systems, while on the right, you can see the Wireframe view of the same particles. There, you can see the quads that create the illusion of smoke, which is done by applying a smoke texture to each of the particles and animating them so that they spawn at the bottom and move...

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