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Hands-On Unity 2022 Game Development

You're reading from   Hands-On Unity 2022 Game Development Learn to use the latest Unity 2022 features to create your first video game in the simplest way possible

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Product type Paperback
Published in Oct 2022
Publisher Packt
ISBN-13 9781803236919
Length 712 pages
Edition 3rd 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 (23) Chapters Close

Preface 1. Creating a Unity Project FREE CHAPTER 2. Editing Scenes and Game Objects 3. Grayboxing with Terrain and ProBuilder 4. Importing and Integrating Assets 5. Introduction to C# and Visual Scripting 6. Implementing Movement and Spawning 7. Physics Collisions and Health System 8. Win and Lose Conditions 9. Implementing Game AI for Building Enemies 10. Materials and Effects with URP and Shader Graph 11. Visual Effects with Particle Systems and Visual Effect Graph 12. Lighting Using the Universal Render Pipeline 13. Full-Screen Effects with Post-Processing 14. Sound and Music Integration 15. User Interface Design 16. Creating a UI with the UI Toolkit 17. Creating Animations with Animator, Cinemachine, and Timeline 18. Optimization with Profiler, Frame Debugger, and Memory Profiler 19. Generating and Debugging an Executable 20. Augmented Reality in Unity 21. Other Books You May Enjoy
22. Index

Applying lighting

When discussing ways to process lighting in a game, there are two main ways we can do so, known as Forward Rendering and Deferred Rendering. Both handle lighting in a different order, with different techniques, requirements, pros, and cons. Forward Rendering is usually recommended for performance, while Deferred Rendering is usually recommended for quality. The latter is used by the High Definition Render Pipeline of Unity, the renderer used for high-quality graphics in high-end devices.

At the time of writing this book, Unity is developing a performant version for URP. Also, in Unity, the Forward Renderer comes with two modes: Multi-Pass Forward, which is used in the Built-In Renderer (the old Unity Renderer), and Single Pass Forward, which is used in URP. Again, both have their pros and cons.

Choosing between them depends on the kind of game you are creating and the platform you need to run the game on. Your chosen option will change a lot due to the...

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