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Unity 4.3 Essential Training
Illustration by Mark Todd

Setting up prefabs for animation and batching


From:

Unity 4.3 Essential Training

with Adam Crespi

Video: Setting up prefabs for animation and batching

Animation is what we use to bring life to a game. Now, I'll borrow that Specular color right from the painting, and just crank I'll make sure I"m in the scene view.
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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 up prefabs for animation and batching

Animation is what we use to bring life to a game. We've had a glimpse of it using physics to make art we can knock over, and now we're going to make components that are ready to animate. I want to look at the nature of prefabs and batching here in unity first and what that means, and how we should set up to animate a lot of objects. I'll go over to my game window. And, here in the game, I've turned on maximize on play and statistics. What this shows for us is the number of draw calls. The number of times, we're asking the graphics card to display something.

And then, the number saved by batching, or defining an object once. And then, referencing it again. When I hit play, we can see that draw call number change depending on where we're looking. If we're looking in a gallery and we can't really see out too many windows the draw calls are low. We're saving 61 or 59 by batching and then as we turn around we can see the draw calls shoot up because we're looking at more objects but we're batching a greater number. This means that there are more things that are defined once and then reused.

We'd like the art to follow this. Where we define a limited number of pieces, swap out the material and have it batch as much as possible. What I've done then is to bring in a selection of FPX files. Each one being one size of art. There's art painting rectangle large frame for example and rectangle large unframed. There's medium and then also medium odd size we'll call it, or medium tall, and even a small with 3 panels. These then correlate to the materials for those paintings.

I've gone through the materials folder in the meshes and made sure all the names work. We've got in here Art P, Art 4 Painting, and here's all the different paintings available. There's a few that have imported doubly and also a wood blackened which is the frame. We'll use the dark wood material on those frames and swap them in and out easily. This way we can define a frame size once and have three or four paintings that use it. I'll take the art piece circles for example, and tune up the material, and then get it on a frame. In the main color, I'll go into select, and I'll pick circles, color and shine.

This tells me it should be a BumpedSpecular shader. And then I'll go into the normal map and pick the Circles normal that matches. Now, I'll borrow that Specular color right from the painting, and just crank up the shine a little bit so it's got a little metalness to it. ArtP_Circles is ready. And I'll look at a table I created to tell me which art goes on which frame. This is a PDF included in the modernista design folder in the exercise files. This table shows the name of the piece of art and the frame size it goes on, along with the dimension and framed or unframed.

I've also included the word document, so if you'd like to add to this another column. Say maybe the building it's in or the wall it's on, you can add that in. It's very common to have lists of what the assets are and what kind of prefab they fit on. Especially as we get into many, many assets, keeping things straight requires some kind of list or table. I can see that circles goes on a rectangle large unframed. And so I'll put that material on that prefab. Back her in Unity, I've got my circles material ready. And I'll go into meshes and pick art > rectangle > large > unframed.

I'll drag into the scene and press F to focus in. I'll make sure I"m in the scene view. And there's that painting. If you notice here, I was in the game and it wouldn't let me drag it in. You can't pull things into the game view. This is where you view what's going on. Back here in the scene view, there's my painting, and I'm going to attach a box collider to it. It looks like this material came in as a transparent bump. So I'll make sure I get that on so we don't see through the painting. Here's my art piece circles, and finally.

Component. Physics. Box collider. Now this painting is ready to instant surround. I've made a prefab. And it's called Art P Rectangle Large Unframed. And so swapping in another material is easy. And it'll reference the same file over and over. I'll duplicate it. Slide the duplicate to the side. And get another painting on there. The next one I'll use is my desert. I'll pick the desert material .Make sure its a bunk specular shader and get the right maps in. Here's desert1993 color and shine and I'll get the normal map in as well.

I'll eye dropper the specular color and now I'm ready to put this on. I'll drag it right on and now that has switched, and I'll turn off the lightings so you can see it a little bit better. This is now using one prefab twice. And I'll get batching, or saving, of draw calls out of it. It's important to do this before we get into animation, because we are going to clone these objects all over. And any components that are on those objects will clone as well. So by putting the collider on once, I save myself that work making sure the art is on the walls and the walls are cloned as prefabs as well, will save me the work of dragging it in over and over, and in this case I can simply swap out the art, clone the wall and get it ready to animate.

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