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Interested in game making? Start in Unity—a game engine for mobile and desktop games and real-time simulations. Author Adam Crespi shows techniques used in game development with Unity and introduces the basics of scripting and game functionality. First, learn how to import models and textures, organize your project and hierarchies, and add terrain, water, and foliage. Next, Adam explores how to use lighting to bring the game to life, and add rendering, particles, and interactivity. The end result is a sample game with a lush environment, fully animated characters, and some basic interactive gameplay.
Occlusion baking is a terrific way to save draw calls. Occluding out what we really can't see. I've gone through my scene, untagging objects that have transparent shaders to make the occlusion work a little more smoothly. I've turned off the screen and the window glass, as well as the railings from being static. And this way they occlude correctly. Or rather, we can see through them properly. Some buildings are more of a hit in draw calls than others, especially when they've got more windows in the outside. If we were doing this scene that was all concrete bunkers, for example, we'd get terrific occlusion curling but at the price of well, not too many windows. So it's a tradeoff in here between the design of the game and the amount of culling we can do. Keep this in mind, that if we can limit down the view in any chance in our game design. We should, because it provides a way to optimize performance. We should be able to do it through design, not merely a brute force approach of just putting a wall on. But instead thoughtfully thinking about how far we can see in the game as a method of designing our way out of excessive draw calls. What we'll see is a lot of batching taking place. Now that we're dealing in occlusion culling. And also, once we're batching our pre-fabs. I'll choose Edit and Project Settings. Here in the Project Settings, you've got the different quality settings for our different components, such as physics and so on. I'll go under Player. And what we can see is when we scroll down here in the standalone under other settings. We have our static and dynamic batching. I'll turn on static batching. What this lets me do is take objects that are declared as prefabs and marked as static and batch them together to reduce draw calls. I'll take a look at it first, looking at the statistics in the game window, before I turn on static batching. In the game window, I'll make sure that statistics are up, clicking on statistics and maxing on play. I'll press Play and see how that looks. My game definitely looks better with the occlusion culling optimized. Right now I'm saving by batching at the most about 600 or so. It's still a lot of culls, but I can optimize it further. Now, turn on static batching. It'll take a minute. And then I'll have static batching in my game. I'll press Play again and we'll see how it looks. I'm still seeing about the same reduction, but it's definitely saving some draw culls the farther back I get and the more I see. Between the batching and the occlusion, we can save a lot of draw culls. This will change radically depending on where I go and what I see in here. We can see that I'm saving a lot of draw calls by batching when I'm dealing in like objects. So obviously, this is situation specific. It depends on what we see and how many prefabs are instanced through here versus how many unique objects we're seeing. That number changes radically when we get outside. There's more and more unique things visible, and we can really see where batching takes a hit in some places. This really starts to max out the batching. Where looking across the railings and the bridge here for example, we see a lot of the same kind of objects and we're able to batch a lot of them together. The scene is really starting to come together. And through some careful attention in how we're building, we can really economize how it's playing.
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