I'm ready to begin construction of my game Unity. I've imported in my assets and tagged my normal maps as normal maps. I've set the size of all my FBXs to one, and turned on generate light map UVs. I'm ready to start bringing assets into this scene, and I'll begin with the gallery itself. I'll pick the 04_01_gallery fbx and there's two ways to bring this in. The first is to drag from the assets into the scene, placing this arbitrarily.
The second is to drag it into the hierarchy, and this places it in the exact place it was in Maya. I'll choose the second option as I want this placed where I had created it. It makes a prefab, and we can tell it's a prefab because of the blue writing here in that hierarchy. We can see in here all the different objects are also prefabs within that gallery mesh. I'm also going to do a little bit of cleanup here in my meshes folder. In the meshes, there's a materials folder. And these re the materials as they came across a sign in Maya. I'll double-click on them.
And there's all the different materials that were in my scene plus Lambert one, the default material in Maya. And a few extras here and there. Picking any one of these materials shows that it's not really formed yet. It's a flat, diffuse shader, simply having an RGB color and a slot for a texture. Later, we'll go through and actually put in specular properties, and put in the normal maps and the materials. For now, though, the materials are assigned in the correct places for Maya. What I'm going to do is to put these in my Materials folder, so my Meshes folder stays clean.
I'll pick the top one, scroll down, and hold Shift and pick the bottom, and then drag them over into the hierarchy here under Assets. Choosing the materials folder and letting go. Now the materials folder in meshes is blank and I can delete it by hitting Delete. My meshes folder is clean, containing just meshes. The meshes are still assigned their materials but the materials are in my materials folder. I may end up making other materials later. So I'd rather have my materials separated from the meshes folder. If it seems like I'm being a bit of a neat freak about the organization, it's worth it.
Like I've said previously, it's very easy for a game to have thousands of objects and materials and assets very quickly. And we need to be able to find them. And, more importantly, multiple team members need to be able to find all of the different pieces and not have to go hunting around. My mesh is imported and now in the Inspector when I select that object in the hierarchy, I can see it has a Transform, where it is, and an Animator controller that was created automatically. I can remove that component if I need, because this is a non-animating mesh.
I don't really want the building to get up and walk around. But an Animator Controller is placed automatically. So if we need to bring this into Mecanim to create an animation or behavior tree. We can. What I'll do, is to select it and then click in my screen window and Press F and there's my gallery. I brought my pieces in. And I can see here, especially by turning off textured plus wire, and choosing just textured, that the objects are in but their materials are not showing yet.
I do need to tune these up, but my scene is created and is the right size. A quick way to verify if this is imported correctly is by the player controller. I'll select it and drag it over into this scene. Pressing F to focus shows us that, well unfortunately, this poor guy has his head through the roof. That's a minor deal. I'll pull him down, but more importantly, the default player controller in Unity is two meters high. So, as a rough gauge for size, this is a very tall person. About 6 foot 7. Does it look right in the scene, and the answer is yes.
I'll compare it visually to the doors and it looks pretty good. As another gauge, these railings are modeled in Maya at three feet high, so for the controller to be probably a little tall for the railings looks about right. Always check when you're bringing things in if they came across correctly. Make sure that scale works and that they're placing in where you want. Now that I've got this in here, I can configure my player controller and start to get my environment in shape. Then I can start to work on materials and lights.
But getting that first scene in and verifying the size and placement is really crucial.
Author
Released
3/10/2014- 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
Skill Level Beginner
Duration
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Related Courses
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Unity: Materials and Lighting
with Adam Crespi2h 20m Intermediate
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1. Introduction
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Welcome38s
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Using the exercise files1m 24s
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2. Navigating the Interface
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Designing the game4m 39s
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Setting the project4m 9s
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3. Working with Imported Assets
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Organizing the Assets window2m 55s
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4. Creating the Game Environment
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Publishing project settings5m 32s
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Adding sky and fog8m 17s
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5. Creating Terrain
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Forming the topography9m 53s
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Painting trees and forests10m 55s
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Painting detail meshes8m 45s
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Adjusting terrain settings7m 34s
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6. Materials and Shaders
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Handling multiple materials7m 13s
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Manipulating textures5m 20s
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Creating lit materials6m 18s
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7. Working with GameObjects and Components
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Creating GameObjects5m 2s
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Understanding components6m 15s
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Using colliders for barriers6m 22s
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Exploring physics8m 22s
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8. Keyframing Animation
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Animating an object6m 32s
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9. Animating Skinned Meshes and Controlling Characters in Mecanim
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Importing skinned meshes4m 51s
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10. Lighting the Scene
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Customizing ambient light2m 59s
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Adding spot and point lights4m 25s
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Using point lights for fill4m 30s
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11. Introducing Unity Scripting
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Using correct script syntax6m 33s
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12. Creating 2D Game Elements
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Setting up a 2D project3m 13s
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Importing sprites2m 30s
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Creating 2D colliders3m 12s
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Adding 2D physics2m 25s
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Animating 2D elements3m 29s
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13. Adding Image Effects
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Adding depth of field8m 40s
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Applying motion blur5m 46s
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Tuning color for mood6m 2s
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14. Adding Special Effects and Audio
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Exploring water effects7m 35s
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Working with wind zones2m 8s
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Using an audio source4m 3s
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Creating a sound zone5m 58s
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Triggering audio3m 37s
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Adding audio effects3m 13s
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Creating particle systems2m 25s
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Adjusting particle systems9m 14s
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15. Building the Game
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Setting up occlusion culling5m 52s
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Building the executable5m 36s
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16. Conclusion
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Next steps49s
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Video: Introducing the game environment