You typically use the latest verified package version that's available for the Unity version that you're using, unless it contains a show-stopping bug.This is the code repository for Unity 2020 By Example - Third Edition, published by Packt.Ī projects-based guide to building 2D, 3D, augmented reality, and virtual reality games from scratch What is this book about? These are linked to specific Unity versions. Such bugs can also find their way into the older LTS version, but this happens less often.īesides Unity itself there are also packages that have their own versions, like ProBuilder and URP. A new LTS branch is typically still very buggy though and more bugs will slip in via patches. Once the TECH version of a year has been stabilized and many bugs have been fixed it becomes the new LTS branch of the same year. Things break all the time in TECH, to get fixed again later. You'll find the newest features there, but also the most bugs, instability, and sudden changes that might break your projects and my tutorials. Other Unity versions are TECH branches, which are in active development and are labeled alpha or beta. First test it to see if there are any new show-stopping bugs and make sure that you have a backup of your project. Never automatically upgrade your project to a higher Unity version. ![]() The younger one will have more bugs-especially shortly after release-but they are likely to get fixed quicker. The older one is the most stable but can contain bugs that will never get fixed. The most recent two LTS branches are actively supported, for up to two years each. LTS stands for long-term support and such versions are the most stable branches of Unity available, but they are still subject to change. Click or touch the questions to see the answers. Have a question? Here are a few common ones. They might still have value, but you'll have to make adjustments yourself. Most of these tutorials are very old and are made with Unity 4 or 5 and haven't been updated for later versions. Why not Marching Cubes? Because the concepts are the same for both 2D and 3D, and dealing with two dimensions is already complex enough.Īn old introduction to procedural meshes. Lots of strategy games use them.Īn old series about drawing and reconstructing shapes using a 2D grid. They build on the work done in the Rendering series.Ī series about hexagon maps. These are tutorials covering more complex or specialized rendering techniques, going beyond Unity's standard shaders. ![]() How a mesh turns into pixels that look like real objects. These tutorials provide an introduction to working with Unity.Ī series about generating and using pseudorandom noise.Ī series about generating procedural meshes.Ī series about generating pseudorandom surfaces.Ī series about creating small game prototypes.Ī series about controlling the movement of a character.Ī series of tutorials that deal with creating, keeping track of, saving, and loading objects.Ī series about creating a simple grid-based tower defense game.Ī collection of tutorials that cover the creation of flow effects, like water surfaces.Ī collection of tutorials about creating a custom scriptable render pipeline in Unity.Ī series about understanding Unity's default rendering pipeline. Most tutorial are also created with Unity versions older than 2019 LTS, so the screenshots show an older editor UI, but they still work fine. You will recognize them, because they have an obviously older page layout. The Rendering section covers the fundamentals of shader programming, followed by the Advanced Rendering tutorials. ![]() The Basics section lays the foundation for working with Unity and C# programming. ![]() You don't need to work through these sequentially, but some do build on each others.
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