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Unity 2018 By Example

Unity 2018 By Example

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Unity 2018 By Example

Unity 2018 By Example

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Overview of this book

Unity is the most exciting and popular engine used for developing games. With its 2018 release, Unity has become the primary source of both game development and virtual reality content. In Unity 2018 By Example, you’ll learn how to use Unity in order to make amazing games from popular genres - from action shooters to mind-bending puzzle games to adventure and Virtual Reality (VR) games. Even if you have no previous experience of using Unity, this book will help you understand the toolsets it provides in depth. In addition to this, you'll understand how to create time-critical collection games, twin-stick space shooters, platformers, and action-fest games with intelligent enemies. Finally, you'll get to grips with creating VR games with the new toolsets introduced by Unity to help you develop amazing VR experiences. To make things easier, you will be provided with step-by-step tutorials for making five great games in Unity 2018, along with a detailed explanation of all the fundamental concepts. By the end of this book, you’ll have established a strong foundation in making games with Unity 2018.
Table of Contents (14 chapters)
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13
Index

Setting Scene Lighting


Lighting and mood is critically important for any scene, and here we'll create an atmospheric, dystopian sci-fi interior. This kind of environment typically relies on high levels of contrast between lighting; contrasting dark colors with vibrant non-natural lighting colors, such as green, blue and red. Let's start by disabling all lighting in the scene. Ensure all lights are moved from the hierarchy panel, and then access the lighting window by selecting Window | Rendering | Lighting Settings from the application menu. See Figure 9.4:

Figure 9.4: Accessing the lighting settings

From the Lighting window, remove the day-time skybox from the Skybox Material field by choosing None via the texture swatch. From the Environment Lighting group, set the Ambient Source to Color, and the Ambient Color to black. This removes all ambient lighting from the scene, that is, lighting that pervades everywhere and pre-illuminates objects before scene lighting takes effect. See Figure 9...

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