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Understanding components

From: Unity 4.3 Essential Training

Video: Understanding components

Components in Unity are very valuable pieces The idea of a component then, is it's a piece of an Finally, we can put in audio and there's all This would overlap with the colliders on the podium.

Understanding components

Components in Unity are very valuable pieces for adding in game play and interactivity. A component is, as the name suggests, part of something. And you're actually already using them. We'll put a component, like we did on the first podium, on the second and third. Selecting that podium object. And choosing either from the top menu Component>Physics>Box Collider, or down on the bottom, picking the last podium, scrolling down and choosing Add Component>Physics>Box Collider.

What we're doing here is adding on a component that dictates some element of game play. In this case, instead of using a mesh collider, because we don't really need to collide with every face of this, we're adding the simplest collider possible. A box collider. Defining the overall volume as something we cannot pass through. And this is easier for the game engine to think about as we're playing. The idea of a component then, is it's a piece of an object or attached to an object that is part of the game play. Components are attached to game objects and we need to think of them in that way.

What makes components neat is that they don't break a prefab connection necessarily. Removing one may cause issues, but adding on a box collider to the podiums is perfectly fine. Now, when I select the podium object, we can see other components on here, such as a mesh renderer and a mesh filter. We've already seen the most basic, a game object, which is simply a transform, it has no other components. And we can add them on as we need. In our components, we have choices we can make over how they behave and what we can do with them and also how to size them, for example, in this box collider, I can put on a physic material, but I'll need to import that package first.

What physic materials do is let this component react like a true material. Is it metal or wood or ice or whatever. And things will slide correctly across it, if need be. In our other components, then, we've got lots of choices to make. We'll look under the component menu and we can add in things like, for example, mesh filters or a mesh render. So we could put a mesh render on our game object for the master building if we actually want to see something. We can add on effects, such as particle systems and trails.

We've got our physics and our physics 2D, new in Unity 3D, which lets us attach physics to objects and also things like joints and hinges, if we want to get into rag dolls and similar rigs and interactions. We can put in things like nav meshes as components on objects, what these let us do is, take NPCs or non player characters and designate areas for them to navigate in. Finally, we can put in audio and there's all kinds of audio filters and zones to add in.

What these let us do is define, for example, an audio zone where maybe we can hear the vents more than in other places. In rendering, we can get into our lights, our flares, additional sky boxes and even our GUIs and a sprite render when we're working in a 2D game. We've got scripts and scripts are a component that's attached to a game object as well. The idea being that a script will very rarely run on its own. At the very least, if there's a script in the game and not connected to an object we need to see, we'll put this script onto a game object and probably put a label on so we can find it.

This way, the script will run maybe when the game starts and judge if something is going on. Finally, there is our character in camera control letting the camera look at things or look around and take input. A lot of these components are already on the first person controller we are using. But these exist if we need to remake in some way or make our own version. So keep in mind then, that a component for us is attached to an object and we can add and subtract them as we need. And add game play and inter activity, taking just standard static assets we've brought in, and really bring some life to them.

I'll add on the last two components here. The bridges, by selecting them and putting on the same box colliders. Here's my last bridge and for this one I'm going to scale that component a bit once its on. I'll choose Component>Physics>Box Collider. This would overlap with the colliders on the podium. So what I'll do is take this box collider on its z axis here and click and drag to scale it in. It's scaling, but not quite fast enough. I'll drag more or just drop down this number.

And I'll pull this collider down so it just matches up with the edge of that podium. A little bit of overlap or underlap is reasonable. As long as it's not a giant meeting. That looks pretty good, and now I can't fall through the bridge. I'll fix this on the other one as well. Selecting the bridge, focusing in, zooming in when focused maybe doesn't quite do it. Choosing Component>Physics>Box Collider, again I'll take the z size of that collider and just pull it in to match.

Many components have their own unique transforms or sizes like this. And so we can attach colliders to multiple objects, and really think about optimizing our collision. What we see versus what we interact with may vary wildly. We may have a lot of boxes we collide with, but they're on complex meshes that really look like the buildings we're navigating around in. I'll give it a quick test play and see how this looks. I've still got to light up this space. It's very gray inside because it's all in shadow. There's my cam lights up at the ceiling and smashing through the doors.

Running outside on the balcony. There's my screens and all their metals. My brick, still a little blown out because I haven't adjusted the lighting. But more importantly, I'm running across the bridge and I'm jumping right through the ceiling. I'm going to smash through the wall and run across the other bridge and into the next building. And through the doors. Okay, I realize this may be just stunningly exciting to see a guy running around on a bridge, but it's really neat to be able to get those components in and start to add in the sense of place by seeing.

Where we can go and limiting, well, the player from falling through the floor.

Show transcript

This video is part of

Image for Unity 4.3 Essential Training
Unity 4.3 Essential Training

78 video lessons · 10616 viewers

Adam Crespi
Author

 
Expand all | Collapse all
  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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