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Unity 2018 Cookbook

Unity 2018 Cookbook

By : Matt Smith, Francisco Queiroz
3.7 (3)
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Unity 2018 Cookbook

Unity 2018 Cookbook

3.7 (3)
By: Matt Smith, Francisco Queiroz

Overview of this book

With the help of the Unity 2018 Cookbook, you’ll discover how to make the most of the UI system and understand how to animate both 2D and 3D characters and game scene objects using Unity's Mecanim animation toolsets. Once you’ve got to grips with the basics, you will familiarize yourself with shaders and Shader Graphs, followed by understanding the animation features to enhance your skills in building fantastic games. In addition to this, you will discover AI and navigation techniques for nonplayer character control and later explore Unity 2018’s newly added features to improve your 2D and 3D game development skills. This book provides many Unity C# gameplay scripting techniques. By the end of this book, you'll have gained comprehensive knowledge in game development with Unity 2018.
Table of Contents (22 chapters)
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Applying Normal maps to a Material

Normal Maps are generally used to simulate complex geometry that would be too expensive, in terms of computer processing, to be actually represented by the 3D polygons during the game's runtime. To oversimplify: Normal Maps fake complex geometry on low-definition 3D meshes. These maps can be generated either by projecting high-definition 3D meshes onto low-poly ones (a technique usually referred to as baking), or, as will be the case for this recipe, from another Texture map:

Getting ready

For this recipe, we will prepare two Texture maps: the Heightmap and the Normal map. The former will be made from simple shapes in an image editor. The latter will be automatically processed from...

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