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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.
As we've seen through out the course. Testing, testing, and testing again is highly important in developing the game. There are somethings we simply can't see until we get in and play. Once we're getting everything really together and we finally can see all of our parts coming in, we can get into our game window, and really configure what we're seeing in the statistics and the aspects. I'll start off by configuring the game as I'd like to see it when it's played. Dropping down under Free Aspect, and choosing Stand Alone for example.
I had set this up as a Stand Alone 1280 by 720. So when I make sure that I play, I actually see it at that resolution. I've had on statistics here in my Game window as well. And what these let me do is see what's going on as this game plays. What's going on with the main thread and the renderer. How many draw calls am I dealing with? How many million tries to do I have? And how many megabytes of texture? What's going on with our render textures? And that really decides how much we spend on reflective surfaces. I can see in here, what's happening with my screen and how much RAM I'm using.
And how much is available. I can also deal in, how many possible shadow casters I have, invisible skin meshes. The three Mayama. It'll tell me how many animations I have, and if anybody is networking. We can use these statistics, especially if we're dealing with a platform that has a limit to really calibrate our game, deciding what to optimize and what absolutely has to stay in. I'll try playing again. And what I'll also do in here is show the scene and the game windows side by side so I can see that Occlusion culling. I'll take my game window, and drag it down here next to the console.
I'll pull this up a little bit, so I can see my scene, and I'll make sure here in the scene window, that I've got that occlusion on, choosing Window, and Occlusion Culling. I'll press Play, and see how it looks in Game. I can already see, it looks different when its constrained down to that 16 by 9. It went full screen, and that's because I left maximize on Play checked. I'll stop temporarily, and I'll turn off Max on Play. This is where stuff gets neat. What I'm seeing in here is in the Scene window, the occlusion culling is really working.
As I move around, we can see things coming and going, depending on what we're seeing. I'll move forward in the scene, bump into the column, and go out the doors. And we can definitely see things changing. It's working nicely, and I can really tell what's there and what's not. I can see that batching in action, and watch those draw calls go down depending on how far I'm seeing. Now I'll turn back on Maximize on Play, and take a look at it full screen. It's important to do this, to check out your game in the right size. You may be calibrating for a certain aspect or certain size, and you need to make sure that you're using the frame much as a cinematographer would to frame the action.
Now you may say, wait a sec, it's a navigable place. We can go anywhere. But, how we see that frame, the size of it affects how we perceive our space. If it's taller, more square, wider, whatever it is, we get a different feel as we see it. So we need to consider that as part of testing our play. And we can also look at our statistics, seeing how our draw calls are called down depending on how big that screen is. Now that I've really seen my occlusion culling working, and I can see really how does it look within that frame, I can see if there's anywhere else to optimize this game.
Are there any other textures I can reduce in size, now that I really see them at the right res? Are there any other objects maybe I should replace with a prefab? Again, so I can batch further. Is there anything else in here I can do to reduce down what lights you're seeing? Or if there's anywhere else where I can lessen the shadow quality, and make it just a little bit easier to draw? Using those statistics is really vital. And it takes some time to go through and troubleshoot, and optimize as much as possible. Some of it you should do along the way. Carefully constructing your prefabs, textures, and animations. Making sure that, in as many places as possible, you're using a modular approach to building the game. But sometimes you have to get it all together, play it, and go back and optimize using those statistics to learn what's going on.
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