
Welcome to “The Astro Galaxy Game Room”, a unity Lighting, Render Pipelines, & BOLT project & course.
We’ll begin this project by first going over all of Unity's lighting tools, components, & settings, then use that information to build & light our 3d game room game environment in both a night time & sunset scene, using both Unity's default built-in render pipeline, & using the scriptable Universal Render Pipeline.
Once our scene is set up & lit, we’ll then transition to the second part of this course, using bolt, unity’s visual scripting engine, learning the fundamentals such as how & when to properly utilize flow graphs & stat machines, working with different nodes & variable types, all the while setting up all the interactable elements & mechanics to our 3d scene
In the final part of the course, we’ll continue to build upon all we’ve learned & create a 2D top down space shooter game.
Though often overlooked, lighting is an extremely important part of any games development.
It can not only set the tone & mood of a game, but also be incorporated & used in many areas of gameplay & as a game mechanic in it’s own right. However, depending on the lights you use & the way your scene is lit, lighting & rendering can be the largest factor to a game's poor framerate & poor performance. So knowing how to properly use & optimize the lights in your game, can have a drastic impact on how your games are received by the player, & how it performs on a given platform.
Lighting & rendering in Unity has come quite a long way from where it once was only a few years ago. From a dark, gloomy, neon-lit street in a grungy city to a glowing setting sun over an open field, you can achieve dramatic effects with the different lights within Unity.
Not only that, but ever since unity introduced it’s scriptable render pipelines in Unity 2018, as an alternative to the Unity built-in render pipeline, we now have 3 flexible and robust rendering & lighting options, the build in render pipeline, the Universal scriptable rendering pipeline or URP, & the scriptable High Dynamic Range pipeline or HDRP.
When lighting scenes in unity, we have the option of setting our lights to real-time, baked, or mixed. Lights can be set to one of the three options, on a per light basis. So essentially, we can have a scene where some of our lighting data will be baked, some will be read in real time, & some will use both baked & realtime lighting data.
Like it’s name implies, Realtime lighting is lighting that isn’t calculated until runtime. This also means it isn’t taken into account when baking the light or reflection maps for your scene. Therefore, since our lighting data can’t be pre-calculated & stored, the inclusion of real time lights comes at a performance cost. This is something to keep in mind, especially when creating games for lower end devices such as tablets, phones that don’t contain an isolated GPU.
For the Course project - Download "The AgGameRoom_Course" Unity project files from course resources.
For the completed project - Download "COMPLETE_The AgGameRoom" Unity project files from course resources.
With our Bolt setup & our graph & variable windows displayed & placed in our editor window, let’s begin creating our interactive environment element.
In this video, we’ll create the curtain blowing cloth effect.
For this effect, instead of using a cpu expensive element, such cloth or physics simulations, by selecting our curtains, & looking in it’s skin mesh renderer component, we can see, we have two blendshapes.
In this video, we’ll begin working with cinemachine, by not only add multiple cinemachine virtual camera views into our scene, but we’ll also create the ability for the player to switch between multiple views during gameplay.
For those unfamiliar, Cinemachine is a camera system that allows us to create complex camera behaviors with only a few clicks of the mouse. & while in this lesson we won’t be exploring many of the features and uses for Cinemachine, we will show you how to implement it into your projects & how to use it in conjunction with bolt.
With our Virtual Cinemachine cameras now created & setup, in this lesson, we’ll create our multiple camera switching & view functionality in bolt.
Game Developers Republic is excited to announce, The Astro Galaxy Game Room! A brand new course & series, created to not only help you learn & master lighting, & using unity’s various Render pipelines, but also teach you how to create games & game mechanics, without writing a line of code using BOLT. In this course you'll not only create an interactive 3d environment, with a functional tv with multiple channels & a playable NES like game console, but also Astro Galaxy, a top down 2d space shooter.
However, as most of us know, programming is a huge part of any games development. So it should come to no surprise that for many of us, learning how to write code was always a huge hurdle to overcome if you wanted to develop games.
But with Bolt now free, & officially a part of unity, creating beautiful, engaging, captivating, & fun games has never been easier.
So weather you an artists, designers, or programmer, with over 17 hours of video lessons, over 90 prefabs, over 100 unique texture maps, over 150 sprite & UI elements, 20 LUT color look up tabs, & HDRI images & materials, the Astor galaxy game room - Mastering Unity Lighting, Render Pipelines, & BOLT, course was designed to give you the knowledge, techniques, & the game asset, you need, to take your game from an idea, to a playable reality.
During the 4 chapters of this course, you will learn:
How to properly create & set up lights, materials, & post processing effects in both Unity’s default legacy render pipeline, & the Universal scriptable render pipeline.
As well as how to use unity’s particle systems to create effects such as light shafts & dust particles.
Bolt basics, such as, nodes, events, and transitions.
How & when to use flow machines & state machines.
Bolt’s various variable types.
How to install & integrate unity packages such as cinemachine into Bolt.
How to install & integrate 3rd party scripts & plugins such as dotween into bolt.
& how to install & integrate custom scripts & classes into bolt.
We’ll then learn how to set up & use visual scripting to create game mechanics & dynamic elements in the environment, such as
Togglable lights
Dynamic cloth effects
A tv with multiple channels
& a playable retro nintendo like game system
With the experience of having created & setup, both basic & advanced game mechanics in Bolt. In the final chapter of the course, using Bolt we’ll learn to design & create game mechanics such as:
Creating an endlessly scrolling parallax background
Creating Menus & UI elements
Controlling Menus & UI elements through BOLT
Player movement
Enemy movement
Creating & incorporating player & enemy health & upgrade mechanics
Projectile spawning
Player & Enemy spawning
Creating & animating 2d sprites
Controlling animations through Bolt
& much, much, more
So by the end of this course, you’ll not only have created an optimized, beautiful fully lit 3d interactive game environment & scene, with a functional TV & functional retro NES Nintendo like game console, title screen, & menu, but you’ll also have the understanding of how to implement and expand upon the tools & techniques you’ve learned, with the ability to utilize & implement them into your own unique projects or games.
So join us, in this step by step guide to mastering lighting in Unity & creating games without code with Bolt, as we teach you, explaining the logic, concepts, tools, & techniques, as you develop this interactive game environment, scene, menus, & game, from start to finish.
And always remember, DON'T JUST PLAY... CREATE!