Glad to see that Unity continues to develop this technology! Really the right direction today, as opposed to the weird clumsy attempts to compete with UE in the realistic graphics niche.
Unity's strength is its accessibility, ease of use, powerful 2D workflow, and the ability to develop with a really small team of 1 to 10 people. I hope they don't forget that. Let Unreal be Unreal and be the best Unity you can be!
Dùng URP 2D để tạo hiệu ứng đổ bóng và ánh sáng như vậy liệu có làm cho dự án nặng hơn so với sử dụng URP 3D không??? Using 2D URP to create such shadow and lighting effects will make the project heavier than using 3D URP???
I wish there was some discussion about how to reduce banding. It's present in some of their examples, but in others not really visible. Still struggling with this in my projects
I think this is more like 2.5D, when I saw 'top-down' I was hoping to see lighting being used in an orthographic camera type game, which would involve unique thinking compared to other angles
@@ytubeanon I think that depends somewhat on the definition. in games, titles are also referred to as top down game that use an isometric camera, or games with a fixed camera from a bird's eye view at different angles. eg. Stardew Valley
@@ytubeanon also top down. just google "best top down games" and see what games are all referred to. I understand your point, but I think that all different kinds of "camera is above the player and not free rotatable"-games are combined under that term.
The last time I checked the URP 2D renderer was a year ago, and it still doesn't have a directional light source? We still need hacks to simulate something as basic as sunlight?
you can use a big spot light like they show in the talk. Sunlight it's not like in 3D that is always expected to work the same way, in 2D you might need to create your own system based on perspective (side view, isometric, top down, 3/4...)
.. and then you create a new URP 2d project, add some point 2d lights, in player and unity editor it all looks fine, then you build for editor and no points 2d light are visible. Nothing else changed, just straight out of the box simply not working for mobile!
there's info on the book about it, but basically paint in black the areas that you don't want the light to lit and in white the ones to be lit.. can be like we show in the talk... then create lights that will affect the info on the mask maps.. and you will get very cool effects
how to make shadow in topdown game not infinite? (When using shadow caster 2d) I searched for a long time on the Internet for a solution but did not find a solution
they do, but the shadow caster is only applied to the feet, because the complete silhouette projecting a shadow would not look right in that perspective
Thanks unity for this awesome talk and eBook. I'm currently learning 2d art for game development and this video is really helpful. 😇🙌🏻
Don't forget to check the ebook out! :)
Glad to see that Unity continues to develop this technology! Really the right direction today, as opposed to the weird clumsy attempts to compete with UE in the realistic graphics niche.
Unity's strength is its accessibility, ease of use, powerful 2D workflow, and the ability to develop with a really small team of 1 to 10 people. I hope they don't forget that. Let Unreal be Unreal and be the best Unity you can be!
Will surely try this !!
Great tips. I would have never considered the polish unless someone pointed them out.
Very informative, thank you!
Great stuff!
Wish the description would have included a link to the 2D e-book.
It's been added! Here is the link too: on.unity.com/42VbUzE
@@unity Thank you
10/10
Amazing
Not gonna lie, these additions with shadows and lights are great.
im adding lights to my 2d game come look
I'm requesting unity team could u plz provide 2d e book link to download
added in the description
Dùng URP 2D để tạo hiệu ứng đổ bóng và ánh sáng như vậy liệu có làm cho dự án nặng hơn so với sử dụng URP 3D không???
Using 2D URP to create such shadow and lighting effects will make the project heavier than using 3D URP???
Ori!
I wish there was some discussion about how to reduce banding. It's present in some of their examples, but in others not really visible. Still struggling with this in my projects
cool, good for webgl games? or going to be too heavy for browsers?
Totally fine for WebGL 2.0
Where can I find an e-book?
link was added
Where can I get this demo project from?
Is there an explanation about cloud shadows around 17 minutes into the video?
That's super cool and all but how did tou manage to have those inifinite shadows on the character ? I've been pulling my hairs off for days.
If you check the project, now available, you will see that the feet parts are the ones with the shadow caster
I think this is more like 2.5D, when I saw 'top-down' I was hoping to see lighting being used in an orthographic camera type game, which would involve unique thinking compared to other angles
The camera is ortographic though, maybe you mean top down like in Hotline Miami?
@@bonzero basically topdown means looking straight down from top, like the game Asteroids
@@ytubeanon I think that depends somewhat on the definition. in games, titles are also referred to as top down game that use an isometric camera, or games with a fixed camera from a bird's eye view at different angles. eg. Stardew Valley
@@urlich.n what do they call games that are completely straight down from the top?
@@ytubeanon also top down. just google "best top down games" and see what games are all referred to. I understand your point, but I think that all different kinds of "camera is above the player and not free rotatable"-games are combined under that term.
The last time I checked the URP 2D renderer was a year ago, and it still doesn't have a directional light source? We still need hacks to simulate something as basic as sunlight?
you can use a big spot light like they show in the talk. Sunlight it's not like in 3D that is always expected to work the same way, in 2D you might need to create your own system based on perspective (side view, isometric, top down, 3/4...)
First 😁
.. and then you create a new URP 2d project, add some point 2d lights, in player and unity editor it all looks fine, then you build for editor and no points 2d light are visible. Nothing else changed, just straight out of the box simply not working for mobile!
But, how to create a mask map? u don't talk about it
there's info on the book about it, but basically paint in black the areas that you don't want the light to lit and in white the ones to be lit.. can be like we show in the talk... then create lights that will affect the info on the mask maps.. and you will get very cool effects
how to make shadow in topdown game not infinite? (When using shadow caster 2d) I searched for a long time on the Internet for a solution but did not find a solution
if you check out the project, a possible way to do it, it's by using a blob shadow that moves with the light source if that fits the style
@@bonzero which project to check
@@user-nz3ly8cu3b happy harvest on the asset store
The thing about 2d lights is that the shadows dont project the characters silhouette.
they do, but the shadow caster is only applied to the feet, because the complete silhouette projecting a shadow would not look right in that perspective
@@bonzero How ? when I use 2D caster it casts a shadow around the whole sprite boundary.
@@ArtRiku theres an option to adjust it.. select Edit Shape
impressive! but why do we recreate 3D visuals in a 2D game? It may be easier to make a 3D game instead.
😅😅😅😅
I used URP once and everything turned pink if your beginning unity DONT USE URP PLS 😮💨
you use the material converter to convert your textures.