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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.
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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