Unity 4.3 Essential Training
Illustration by Mark Todd

Placing the player controller


From:

Unity 4.3 Essential Training

with Adam Crespi

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Video: Placing the player controller

Placing a player controller is highly important. The simple act of placing the controller is easy, but the consideration of where that player controller is placed is crucial to game play because it determines the spawn point of that player. We will be populating the gallery at some point, but right now these buildings are simply open. So right now I'm going to hazard a guess at least where this player should be placed. I've put my controller simply in the scene, and verified that the height is working right with all the objects around.
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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

Placing the player controller

Placing a player controller is highly important. The simple act of placing the controller is easy, but the consideration of where that player controller is placed is crucial to game play because it determines the spawn point of that player. We will be populating the gallery at some point, but right now these buildings are simply open. So right now I'm going to hazard a guess at least where this player should be placed. I've put my controller simply in the scene, and verified that the height is working right with all the objects around.

For now though, I need to place that controller. So I'll select the player controller in my 0402 scene, and go into the top view by clicking on the y axis. Then I'll switch over to an isometric view and changeover from texture to wire frame. I'll zoom out and I can see my buildings in plan view from the top down. I'm going to start out the player over here in the corner of the farthest gallery. This way they have to go through one building into the second and the third and maybe even back to the second to finally get out.

So I've looked at the player controller as an opportunity to give them some good game play. With that player controller placed, I'm ready to test out the game. Pressing play, however, shows me an odd result. I fall right through the floor because I need to get some colliders in. To put quick colliders on, I'll select this mesh and go back into my perspective view so I can see a little bit clearer what I'm doing. I'll tumble around with Alt and the mouse wheel and switch over to textured so it shows up a little better.

Now remember I haven't got all the materials on, that a lot of the objects are simply showing white and may not render correctly at all when displayed, but at least they're there and I verified they came in correctly. I'll select the podium by clicking once in the FBX and then again on that particular object. I can see it's got its materials and a meshrenderer, but no colliders. I'll choose Component, Physics and Box Collider for this object. A Box Collider is the simplest kind of collider and we can see the Box Collider component has been added in the inspector for podium three.

What this does is to create a box around the bounding box of that object. We can see this by the center and the size in the box collider properties. Right now, it doesn't have a physic material on it, which means it's not going to react like metal or ice, or anything particular at the moment. It's also not a trigger, meaning that if I bump into it, it won't trigger an animation somewhere else. However, at least in this building, I won't fall through the floor. I've scrolled up, rolled up the gallery and selected that first person controller.

I'll at least verify that I can run around decently and see what it looks like from the inside. I'll press play and this'll take me straight to the game. Here in my game it's exactly not lit and so it looks rather odd. What I can see here is that some of the scene is white or maybe it's grey. And because it's not lit, it's all blending together. Because it's also missing its texture in a lot of places, it's defaulting to a white or gray color. And so it looks like the walls, ceiling and floor have sort of merged, and there's an occasional column in there.

The blue I'm seeing outside is the default sky color, not a sky box but just blue background. I'll make sure it's working though by using my w, a, s, and d keys to navigate around. Going forward in this space, turning around to look back, pressing s to move backwards and A and D for side to side. It looks like my space came in nicely. I'll jump right through the glass, burst through the other glass and check out the bridge, by falling right through it. I've placed in my player controller at least, and considered very carefully where it belongs so that I've maximized the length of game play in here.

Placing the actual controller is easy, but the consideration of where it goes is a big deal. Depending on how we place the player and where we're facing, we're setting the stage for what's going to happen. Are we starting out with a close view or looking far off through the scene and foretelling what's coming? It's up to you where to place this player, and we can always tweak it later. It's just a simple matter of grabbing that first person controller in the scene view. But placing in that first person controller and getting the first collider on to test it out early and test often is crucial.

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