Shedding some light on the Universal Render Pipeline for Unity 2021 LTS

In the Lighting section of the URP Asset, you can change the settings for both the Main Light and Additional Lights. The Main Light is the most significant Directional light in your scene. Additional Lights are the remaining Directional, Spot, and Point lights. While a scene can include a large number of these lights, there is a general limit to the number onscreen and a Per Object Limit for the Forward Renderer path.

The Main Light is either the light you designate as the Sun Source in the scene’s Lighting Settings (Window > Rendering > Lighting > Environment) or the brightest real-time Directional light. In practice, this is usually the brightest Directional light with a Render Mode set to Auto or Important, and a Mode set to Mixed or Real-time.

Unity bases the brightness of Directional lights that use the Render Mode option

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Multi-gaming Platform: Expectations Vs Reality

Do you have a proper gaming environment? Do you prefer Multi-gaming Platform apps on a single platform? 

Does a multi-gaming platform offer more features and edges over a single platform? 

Lets explore this in detail. 

What is a multi-gaming platform? 

The online gaming platform is the most successful currently, with technology taking bigger strides in this digital world. 

A multi-gaming platform is a single platform where multiple types of games are available in a single app; the games can be real Money games or virtual Money games, i.e., skill-based games or luck-based games. Various games like Card, Casino, Board, Sports, Hyper-casual, Arcade, and Puzzle are available under a single platform.

Some examples of games that can be included in multi-gaming platforms: 

Multigaming Platform

Card Games: Rummy, Tonk, Solitaire, Spades, Callbreak, Teen Patti, Andar Bahar, 29 cards, Mindi, Court Piece, 21 Cards/

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Creepy, cute, compelling: The recipe for smash hit, Cult of the Lamb

Thinking about the roguelike elements, how did you implement randomization? What was most difficult to balance here?

Our team has a huge range of skill levels when it comes to gaming. We balanced “easy” to Julian, “medium” to me, and “hard” to Jimp.

The other nice thing about dungeon crawlers is that you don’t really need the randomization to be very balanced. It’s actually more fun when you have a run where you get lucky, and sometimes you get really unlucky. It’s that variety that makes it fun!

Balancing was mostly focused on enemy and boss HP against the level of your character’s starting weapon. Then there was experimentation with faith and hunger levels. 

We also have a lot of things under the hood of the game that adjust to the player if you’re struggling. For example, if you’re low on health, you’re much more likely to find a heart

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Don’t Let Offscreen Objects Ruin Your Performance – Unity CullingGroup API – General and Gameplay Programming – Tutorials

Check the original blog post at The Gamedev Guru: Don’t Let Offscreen Objects Ruin Your Performance – Unity CullingGroup API

Learn how to make your expensive scripts cost nothing while they are offscreen.

Table of Content

Offwhat GameObject?

First off: what is an offscreen object?

An object is offscreen when you cannot see it from your camera’s perspective. This may happen because your object is “behind” your camera (therefore culled by frustrum) or behind walls/other occluders (occlusion culling).

So if an object is offscreen and we cannot see it, we don’t have to dedicate expensive computational resources to it right?

Wrong. That’s what I thought when I was a kid. Not anymore.

The Performance Cost(s) of Offscreen Objects

Here are some of the hardware costs you are paying for offscreen objects:

  • The culling price: is an object offscreen at all? Unity determines this by checking its visibility through
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