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Unity 4.3 Essential Training
Illustration by Mark Todd

Setting properties for models and textures in the Inspector


From:

Unity 4.3 Essential Training

with Adam Crespi

Video: Setting properties for models and textures in the Inspector

One of the greatest strengths of Unity is the I'll open up the Inspector a little bit, and we can
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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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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 Games Game Design Game Development
Software:
Unity 3D Unity
Author:
Adam Crespi

Setting properties for models and textures in the Inspector

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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