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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.
Lighting for real time applications has its own set of constraints, as different from rendering for visual effects, for example. In a rendering for a composite or a visual effect, I'll use as many lights as I need, putting in 50, 60, 70 lights that hit everything and bounce subtly off all the different surfaces. For games, I'm limited down to the number of lights I can display on an object. And anything beyond eight really doesn't get shown. It's a Direct X derive limit, where we simply are maxing out what we can do and show in real time on one surface. Some organization will really help here. The sun really needs to hit most everything, but beyond that, all the lights in one building don't need to touch the other buildings. And we can even limit them down further. So I'll set up some layers from my building's interiors that I can exclude from the other building's lights. What I'll do first is to go in and hide the roofs in the podium, zooming in in the scene, selecting the roof, and turning off the visibility. With both roofs off, I'll hide the floor as well, and this is really so I don't accidentally select it. Now, I'm ready to make some layers. For these buildings I've got brick walls that really don't need to get hit by the interior lights at all. What I'll do is to select the brick walls on this first building here, picking one, holding Ctrl and adding to that selection. And I'll drop down under the layers in the inspector and choose Add Layer. I'll put in under user layer eight, building a brick. This layer is now available to add those pieces to. When I select these objects then, I can drop down into Layer and choose building a brick. Later when I light, I can tell lights they cannot hit this, and thereby eliminate some of the things the lights need to think about. I'll work my way around this building, first adding that brick in, selecting it, holding Ctrl to add to the selection, and changing the layer. Now that I've got the brick in building a selected and on a layer that I can find and exclude, I'll set up the interiors. I'll pick one of my interior walls and hold Ctrl and add to that selection. It's important to make sure you have just those objects you want selected selected, because it's very easy to pick the entire nested bunch of prefabs. I'll pick this wall, drop down the layers, and choose Add Layer. In the layers, I'll call this one, building A interior. Now, I'll add the rest of the interior walls to this layer; picking them, and choosing under Layer>Building A Interior. If you can pick a couple objects at a time, and be able to select them consistently, that's fantastic.
I end up being fairly deliberate, and going through and grabbing just the ones I can see and grab easily. So I don't select anything else accidentally. I'll put on the cruciform columns. And finally, make sure I have the interior of the exterior walls. I've tagged all the interior walls and window frames, but not the glass, with the layer building A interior. I've also put the art on to it. If I've missed something, I can always go back and add it later. But now I can tell lights, you're exclusive to building A interior. What I'll do is go through and tag the rest of the objects with their own building tags. Interior and exterior for building B and C, and this way I can limit down very specifically which objects are effected by which interior lights.
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