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Introducing the game environment

From: Unity 4.3 Essential Training

Video: Introducing the game environment

I'm ready to begin construction of my game Unity. I'm also going to do a little bit of cleanup here in my meshes folder.

Introducing the game environment

I'm ready to begin construction of my game Unity. I've imported in my assets and tagged my normal maps as normal maps. I've set the size of all my FBXs to one, and turned on generate light map UVs. I'm ready to start bringing assets into this scene, and I'll begin with the gallery itself. I'll pick the 04_01_gallery fbx and there's two ways to bring this in. The first is to drag from the assets into the scene, placing this arbitrarily.

The second is to drag it into the hierarchy, and this places it in the exact place it was in Maya. I'll choose the second option as I want this placed where I had created it. It makes a prefab, and we can tell it's a prefab because of the blue writing here in that hierarchy. We can see in here all the different objects are also prefabs within that gallery mesh. I'm also going to do a little bit of cleanup here in my meshes folder. In the meshes, there's a materials folder. And these re the materials as they came across a sign in Maya. I'll double-click on them.

And there's all the different materials that were in my scene plus Lambert one, the default material in Maya. And a few extras here and there. Picking any one of these materials shows that it's not really formed yet. It's a flat, diffuse shader, simply having an RGB color and a slot for a texture. Later, we'll go through and actually put in specular properties, and put in the normal maps and the materials. For now, though, the materials are assigned in the correct places for Maya. What I'm going to do is to put these in my Materials folder, so my Meshes folder stays clean.

I'll pick the top one, scroll down, and hold Shift and pick the bottom, and then drag them over into the hierarchy here under Assets. Choosing the materials folder and letting go. Now the materials folder in meshes is blank and I can delete it by hitting Delete. My meshes folder is clean, containing just meshes. The meshes are still assigned their materials but the materials are in my materials folder. I may end up making other materials later. So I'd rather have my materials separated from the meshes folder. If it seems like I'm being a bit of a neat freak about the organization, it's worth it.

Like I've said previously, it's very easy for a game to have thousands of objects and materials and assets very quickly. And we need to be able to find them. And, more importantly, multiple team members need to be able to find all of the different pieces and not have to go hunting around. My mesh is imported and now in the Inspector when I select that object in the hierarchy, I can see it has a Transform, where it is, and an Animator controller that was created automatically. I can remove that component if I need, because this is a non-animating mesh.

I don't really want the building to get up and walk around. But an Animator Controller is placed automatically. So if we need to bring this into Mecanim to create an animation or behavior tree. We can. What I'll do, is to select it and then click in my screen window and Press F and there's my gallery. I brought my pieces in. And I can see here, especially by turning off textured plus wire, and choosing just textured, that the objects are in but their materials are not showing yet.

I do need to tune these up, but my scene is created and is the right size. A quick way to verify if this is imported correctly is by the player controller. I'll select it and drag it over into this scene. Pressing F to focus shows us that, well unfortunately, this poor guy has his head through the roof. That's a minor deal. I'll pull him down, but more importantly, the default player controller in Unity is two meters high. So, as a rough gauge for size, this is a very tall person. About 6 foot 7. Does it look right in the scene, and the answer is yes.

I'll compare it visually to the doors and it looks pretty good. As another gauge, these railings are modeled in Maya at three feet high, so for the controller to be probably a little tall for the railings looks about right. Always check when you're bringing things in if they came across correctly. Make sure that scale works and that they're placing in where you want. Now that I've got this in here, I can configure my player controller and start to get my environment in shape. Then I can start to work on materials and lights.

But getting that first scene in and verifying the size and placement is really crucial.

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This video is part of

Image for Unity 4.3 Essential Training
Unity 4.3 Essential Training

78 video lessons · 10314 viewers

Adam Crespi
Author

 
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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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