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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.
One of the greatest strengths of Unity is the ability to author once and export to multiple platforms. We can easily make a game and port it to iOS or Android very quickly. One of the big things we need to be concerned with is, when we're bringing in assets, how big are they? How are they down-rezing for each platform and compressing? I'll go into the textures folder, and I've brought in my two folders, art and building, for this game. I'll go into the art folder and look at the configuration in the inspector for one of the art assets.
I'll pick Bars 1979CS, and this tells me the title of the art is Bars 1979. And the CS denotes it's got color and specular. I've tucked a grayscale in the alpha channel for specular roll-off. Describing how shiny this is. So, I have the ability and the material to make that paint look a little more metallic if I need. In the inspector, the texture type is set to texture. We have some options in here. Setting it, for example, as a normal map if we brought in a normal.
We can also bring in GUI elements or sprites, and reflections. We can bring in cookies and lightmaps, and even advanced, where we have control over many different properties in our texture. I'm going to leave the alpha alone, and not take it from a grayscale, because I've already described the alpha in Photoshop as I want. The filter mode, for me, describes how that filters when we get up close or far away if the texture is blurry, and I'll leave it at bi-linear until I see it in the game. Down below are my defaults for different platform, and I can see here,; I've got defaults available for all manner of different places.
I have defaults available for iPhone, Android, standalone, Web, Blackberry, flash, Windows store apps, and even Windows phone 8, depending on where you'd like to develop for, you can set overrides for each. For example, working for an iPhone, I can check override for iPhone and down-rez the max size of this texter. It was authored very large and brought in at a default of 1024 by 1024.
If I'm working for an iPhone, knowing I'll be working on a smaller screen, I might choose to down rez this texter so it maxes out at 512. I can also choose compression or uncompressed if I need, and play with the compression quality. What this lets me do is really optimize each of my assets prior to authoring. So, when I say let's put out a build for the iPhone, the texture are already set and will down rez appropriately. It's important to know what platform you're authoring for.
But it's very easy, if you find out later, gee, we need to author incidentally for Android. To put that into the textures, and have them down-rez correctly. Instead of simply mashing arbitrarily, we can be very specific about how pieces look, and preserve the immersion in our game. I'll turn off the override for iPhone, as we're going to make a standalone or web build at the moment. What I will do though, is make sure my normals are reading correctly. I'll pick the bars 1979N and revert what I had done on the other one as I don't need to change anything on the texture.
This normal map didn't quite come in right. Or rather, it came in right, but Unity is not regarding it correctly. What I'll do for normal map is drop down under Text or Type and choose Normal Map and turn off Create From Grayscale. I'll open up the Inspector a little bit, and we can see there's the option, if we need, to create a normal from a grayscale, which means we can paint a grayscale bump, tell it to be a normal map and have Unity handle the conversion. I've made these in a number of different places. Starting out as a grayscale in Photoshop, and running through X Normal, or Null for example.
I'll use a number of different tools to create my normal maps, and test them out before. So I want to make sure that Unity leaves them alone. I'm going to leave the Wrap mode and Filter mode alone for the moment. And, I'll check my defaults for Stand Alone and Web here. And looks pretty good at 1024. I'll leave these alone, as I can see the size when compressed is 0.7 of a meg. This should let me really close. Enough to observe the stitching and oil on the canvas when I get up on my game. I need later to down rez this, it's very easy to come back to these assets and simply change how big it is.
But for now, I'll leave it alone and click Apply. I'll go through the rest of my normal maps and make sure they're checked correctly. It's important to make sure that your normals are fixed, although if you put one in without fixing it. If unity will give you a note and say, wait a minute, would you like to fix these because they're not coming in correctly. However, as part of this import process, before placing anything into the game, make sure your assets are as organized and interpreted correctly as possible. This will save you time and headache later, leaving your troubleshooting to more fun things, like finding out why code isn't working.
I'll fix up these assets, make sure they're all ready to start to bring into a game, and then get on with placing things in my scene.
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