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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

Occlusion Culling

Unity imposes no official limits on the size of your scene, and there's no established convention or industry-standard making recommendations about scene size. This is a decision largely in your hands, but there will certainly be a limit in a practical sense. The complexity of meshes, materials, and special effects combined with the number of meshes and their spread determines just how computationally expensive a scene is when presented to a camera with a specific frustum and field of view. Unity tries to make scene rendering easier on the computer by applying Frustum Culling automatically, that is, it silently deactivates (culls) objects outside the viewing volume (frustum) of the camera. As objects leave the frustum, Unity ceases to render them, and as they enter the volume, Unity starts rendering them. This optimization works well in many cases, for objects...

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Mastering Unity 2017 Game Development with C# - Second Edition
Published in: Oct 2017
Publisher:
ISBN-13: 9781788479837
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