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Intermediate Unity

Making a Mobile Bounce Game with Unity 3D and Playmaker - Adding color and Post Processing

Jan 10, 2021
About this tutorial

Beginner Game Design tutorial series creating a simple Bounce type game using Playmaker within Unity 3D. In this video, I will add color to background, ball and paddle, and also add Post Processing to make the game look REALLY cool. Absolutely NOCODE. Also make a skateboard game playlist: https://

Written Guide

With camera shake done in the last part, the bounce game is mechanically solid but visually plain. This tutorial is the glow-up: emissive materials on the ball and paddle, a darker background, and a post-processing stack — bloom, lens distortion, and vignette — that transforms the flat prototype into something with an actual look.

Set the background and materials

First, swap the camera's skybox for a solid color on the darker side — a dark backdrop is what will make emissive objects pop. In the materials folder, create a ball material and apply it: change the base color from white to a light, bright pink, then enable emission with a matching pink emission color so the ball appears to give off light. Repeat for the paddle with its own material in a yellow-orange, also with a slight emission. Play it — bright glowing shapes on a dark field already reads as a deliberate style.

Install and attach post-processing

If your project didn't start from a URP template, install the Post Processing package from the Package Manager. Then add a Post Process Layer component to the camera and enable anti-aliasing to smooth the edges. The layer field starts on nothing — post-processing only affects the layers you point it at. Game objects like the ball sit on the default layer, and you can assign layers however suits your project, but setting the camera's post-processing layer to everything covers both the game objects and the UI in one move.

Create the volume and profile

Create an empty game object named post processing, add a Post Process Volume component, and click new to create a fresh profile. This profile is where every effect lives, and it's all tweakable at runtime while you watch.

Stack the effects

Bloom comes first — crank the intensity and those emissive materials start genuinely glowing, then adjust the threshold to control which brightness levels catch the effect (a feel decision, so experiment, and dial intensity back from the extreme). Next, lens distortion: a slight negative intensity bows the screen edges for a subtle CRT-ish curve. Finally a vignette — classic mode, with intensity darkening the screen corners and a color of your choice, which focuses the eye on the play field. Press play: same game, completely different presence. Next tutorial adds background particles plus a paddle-hit particle effect for even more juice.

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