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Watching:

Creating GameObjects


From:

Unity 4.3 Essential Training

with Adam Crespi

Video: Creating GameObjects

In making games beyond simply bringing in assets we need to add interactivity and really make this a place we can run around in. Do things in, not just run around. So far we've brought in our gallery, got the materials on, at least got a working light, and got most of the lake and terrain around. Still needs the water, but that'll come in a bit. The big deal, though, is we need to start getting the collision and interactivity in place. We need to make game objects. Right now, these are all actually game objects.
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  1. 2m 57s
    1. Welcome
      41s
    2. What you should know before watching this course
      52s
    3. Using the exercise files
      1m 24s
  2. 21m 21s
    1. Designing the game
      4m 39s
    2. Setting the project
      4m 9s
    3. Exploring the Hierarchy, Scene, and Inspector windows
      5m 45s
    4. Creating and transforming objects
      6m 48s
  3. 21m 34s
    1. Organizing the Assets window
      2m 55s
    2. Exporting objects from 3D modeling programs
      8m 33s
    3. Importing and configuring models and textures
      4m 54s
    4. Setting properties for models and textures in the Inspector
      5m 12s
  4. 29m 8s
    1. Introducing the game environment
      4m 27s
    2. Placing the player controller
      4m 29s
    3. Publishing project settings
      5m 32s
    4. Adding sky and fog
      8m 17s
    5. Fine-tuning the First Person Controller
      6m 23s
  5. 57m 25s
    1. Creating the terrain geometry
      3m 29s
    2. Forming the topography
      9m 54s
    3. Painting the terrain textures
      7m 9s
    4. Painting trees and forests
      10m 55s
    5. Painting grass, shrubs, and 3D geometry
      9m 38s
    6. Painting detail meshes
      8m 46s
    7. Adjusting terrain settings
      7m 34s
  6. 39m 45s
    1. Creating materials and assigning shaders
      8m 56s
    2. Handling multiple materials
      7m 13s
    3. Adding textures to a material
      3m 57s
    4. Manipulating textures
      5m 20s
    5. Adding reflections to materials
      8m 1s
    6. Creating lit materials
      6m 18s
  7. 47m 12s
    1. Creating GameObjects
      5m 2s
    2. Understanding components
      6m 15s
    3. Using colliders for barriers
      6m 22s
    4. Using colliders for triggers
      8m 1s
    5. Exploring physics
      8m 22s
    6. Working with Physic materials
      5m 3s
    7. Adding joints to rigid bodies
      8m 7s
  8. 20m 33s
    1. Setting up prefabs for animation and batching
      5m 8s
    2. Animating an object
      6m 32s
    3. Adjusting timing in an animation
      3m 50s
    4. Animating transparency and lights
      5m 3s
  9. 11m 58s
    1. Importing skinned meshes
      4m 51s
    2. Separating animations into clips and states
      3m 14s
    3. Creating transitions between states
      3m 53s
  10. 30m 22s
    1. Customizing ambient light
      2m 59s
    2. Creating the sun using a directional light
      5m 49s
    3. Using layers and tags for lighting
      3m 32s
    4. Adding spot and point lights
      4m 25s
    5. Using point lights for fill
      4m 30s
    6. Adding and fine-tuning shadows
      5m 10s
    7. Creating lighting effects with cookies
      3m 57s
  11. 9m 15s
    1. Adding scripts to GameObjects
      2m 42s
    2. Using correct script syntax
      6m 33s
  12. 23m 7s
    1. Setting up a 2D project
      3m 13s
    2. Importing sprites
      2m 30s
    3. Slicing in the Sprite Editor
      3m 6s
    4. Layering sprites and setting the sorting order
      5m 12s
    5. Creating 2D colliders
      3m 12s
    6. Adding 2D physics
      2m 25s
    7. Animating 2D elements
      3m 29s
  13. 30m 25s
    1. Creating light shafts and sunbeams
      5m 20s
    2. Using ambient occlusion to add gravity
      4m 37s
    3. Adding depth of field
      8m 40s
    4. Applying motion blur
      5m 46s
    5. Tuning color for mood
      6m 2s
  14. 38m 16s
    1. Exploring water effects
      7m 36s
    2. Working with wind zones
      2m 8s
    3. Using an audio source
      4m 3s
    4. Creating a sound zone
      5m 59s
    5. Triggering audio
      3m 37s
    6. Adding audio effects
      3m 13s
    7. Creating particle systems
      2m 26s
    8. Adjusting particle systems
      9m 14s
  15. 25m 23s
    1. Setting up occlusion culling
      5m 52s
    2. Enabling batching to reduce draw calls
      3m 28s
    3. Testing in the game window using statistics
      4m 27s
    4. Building a development build and debugging
      6m 0s
    5. Building the executable
      5m 36s
  16. 49s
    1. Next steps
      49s

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Watch the Online Video Course Unity 4.3 Essential Training
6h 49m Beginner Mar 10, 2014

Viewers: in countries Watching now:

Interested in game making? Start in Unity—a game engine for mobile and desktop games and real-time simulations. Author Adam Crespi shows techniques used in game development with Unity and introduces the basics of scripting and game functionality. First, learn how to import models and textures, organize your project and hierarchies, and add terrain, water, and foliage. Next, Adam explores how to use lighting to bring the game to life, and add rendering, particles, and interactivity. The end result is a sample game with a lush environment, fully animated characters, and some basic interactive gameplay.

Topics include:
  • Designing the game
  • Creating and transforming objects
  • Importing and configuring models and textures
  • Setting properties in the Inspector
  • Creating the terrain geometry
  • Building materials and adding shaders
  • Creating GameObjects
  • Exploring physics
  • Animating objects
  • Lighting the scene
  • Creating 2D game elements
  • Adding special effects
Subjects:
3D + Animation Developer
Software:
Unity 3D Unity
Author:
Adam Crespi

Creating GameObjects

In making games beyond simply bringing in assets we need to add interactivity and really make this a place we can run around in. Do things in, not just run around. So far we've brought in our gallery, got the materials on, at least got a working light, and got most of the lake and terrain around. Still needs the water, but that'll come in a bit. The big deal, though, is we need to start getting the collision and interactivity in place. We need to make game objects. Right now, these are all actually game objects.

Anything that we can select here in the hierarchy. Is a game object, and something that can be called directly in a script, and affected in some way. Picking, for example, the cam light surface mount, shows in the inspector that this has a name. And we may want to put on a number. We can tag it, and put on a layer. And it is a model, and what are the model's properties? Well, it's here it's got an animator controller on it. Its got a mesh render so it does show up. It's got materials and we can even get into casting and receiving shadows and so forth.

This is already a game object, but there's a few other game object types we may want to use as part of making our game and adding on the interactivity. Under game object, we can create an empty game object. And this is equivalent in 3DS Max or Maya to a dummy or a null. What this means is that it's a named object with its own transform. That actually doesn't have a mesh render of its own. I'll make one and explore its properties and how we can use it. I've made my game object and it really just appears in the center of the view.

We can see it by it's transform. And it's name Game Object. Right now it actually doesn't have anything on it. It simply exists as another point in space. If you've done some rigging perhaps in 3DS Max or Maya, the idea of an extra transform should be a familiar one. A lot of times we use this as a reference. Calculate the distance between two game objects and look between them for example. We might see that in a script where we're saying, tell the player or something else to look between and interpolate.

What we'll do with this game object is start to parent things under it. This way, when we have the whole place sync out of sight through the lake, we can move one object instead of trying to move everything all at once. I'm going to rename this game object over to master building. And now I'll take my other pieces and drop them onto it here in the hierarchy. I'll take the gallery, the can light surface mount, hold and control to select multiples. And that should be it for the moment I think, but I can always add more.

I'll drag them under master building. Unity shows for me a blue oval which denotes, yes it's going to parent under there. When I let go, everything is parented under master building. And opening that up shows those objects. For example, if I pick the cam light, press ctrl+d to duplicate it and clone it, that parenting relationship is maintained. So when we start to populate this building through with art and walls and so forth, we'll make sure it's patented under master building. In the end, we'll pick master building.

Focus out on everything in here and we'll take master building and drop it under the lake. This way, when the player steps out or collides outside of the building with a trigger, this animation is activated and the building will disappear. I'll press Undo before I sink my building too far below the lake bed. A Game Object then, is a very valuable component, even though, itself, it may not have anything in it. Now, if you'd like to be able to see these Game Objects, you can add a tag on.

Right up here in the Inspector, next to the visibility check box and the name, is a cube. I'll click that cube and select an icon for the Game Object. In this case, I'm going to make the master here, yellow. And now master building is visible wherever I go in the seen view. Anywhere that I pan around, that tag will show. And I can center it if I'd like on the buildings. This is a handy technique because now I've got full control of everything in here by one object, at least to move it around. The other Game Objects we'll end up using, some of which we've already seen, are under Create Other.

The idea then, is that these are native objects in Unity versus imported objects. But really, anything in the scene is a Game Object. We'll start to put in other pieces, such as particle systems and other lights. We may make a few more primitives, and we'll also see things like an audio reverb zone. Defining in here, where does the audio sit in a particular location? Maybe a hiss or a hum as we pass by the air conditioning. So let's get started adding some collision and interactivity into this space. Transforming it from simply a place to run around to a place to play in and bring our game mechanic to life.

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