Summary

This chapter covered extensive ground under a general remit of "2D-ness". 2D was defined here not so much in the conventional sense of 2D games, but with a texture-based understanding that's critical to both 2D and 3D games more generally. The topics included the operations and ideas that pertain to the 2D plane and within the 2D space. Specifically, it explored how to create rotating Skybox backgrounds by building a manual Skybox, combined with the camera depth settings to create a layered render. Then, it explored how to generate procedural geometry such as planes. With the addition of Unity Quads as primitives, the generation of planes is more limited when taken alone, but the methods and concepts deployed to generate the Quad are more ...

Get Mastering Unity Scripting now with the O’Reilly learning platform.

O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.