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Learning C# by Developing Games with Unity 2020

You're reading from   Learning C# by Developing Games with Unity 2020 An enjoyable and intuitive approach to getting started with C# programming and Unity

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Product type Paperback
Published in Aug 2020
Publisher Packt
ISBN-13 9781800207806
Length 366 pages
Edition 5th 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 (16) Chapters Close

Preface 1. Getting to Know Your Environment 2. The Building Blocks of Programming FREE CHAPTER 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. Exploring Generics, Delegates, and Beyond 13. The Journey Continues 14. Pop Quiz Answers 15. Other Books You May Enjoy

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; the difference is how the Unity engine computes how the lights act.

Realtime 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 when objects move in the scene. 

There is also a mixed...
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