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Mastering Unity 2017 Game Development with C#

You're reading from   Mastering Unity 2017 Game Development with C# Create professional games with solid gameplay features and professional-grade workflow

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Product type Paperback
Published in Oct 2017
Publisher
ISBN-13 9781788479837
Length 568 pages
Edition 2nd Edition
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Author (1):
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Alan Thorn Alan Thorn
Author Profile Icon Alan Thorn
Alan Thorn
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Table of Contents (9) Chapters Close

Preface 1. Preparation and Asset Configuring 2. Level Design and Structure FREE CHAPTER 3. Player Controls - Movement 4. Player Controls - Typing and Health 5. Enemies and Artificial Intelligence 6. Project Management and Version Control 7. Persistent Data - Load and Save Game States 8. Performance, Optimization, Mobiles, and More

Level lighting - Preparation

Reaching this far, you've now made a complete scene in terms of meshes representing the first level, composed of modular environment pieces (corridor sections). Presently, the level features no lighting, navigation meshes, music or audio, and Occlusion Data, but we'll add these soon. Let's start with lighting. In Unity, there are three main lighting types or systems, which exist on a spectrum:

  • Baked lighting
  • Real-time lighting
  • Precomputed global illumination

These are discussed in further detail here.

Baked lighting

Baked lighting is the optimal lighting method, but it can only be used under specific circumstances. With baked lighting, all lighting data (highlights, shadows, and...

You have been reading a chapter from
Mastering Unity 2017 Game Development with C# - Second Edition
Published in: Oct 2017
Publisher:
ISBN-13: 9781788479837
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