Join Adam Crespi for an in-depth discussion in this video Making stairs walkable, part of Unity: Level Design.
When we're crafting the interactivity in our game, we use colliders to trigger animation.…We also need to consider our colliders for interactivity in terms of proximity to objects.…What this means is that anywhere we can economize on our colliders by choosing…simpler colliders than the actual mesh is. We can make our game play faster, we can…also avoid a jittery motion. For example, in this particular building,…this long store front, the walls are fairly smooth and if I collide with them I…should slide smoothly along. However, the walls here on my arch walls…are all mesh colliders, and if I get close enough without triggering the door there's…a chance I can bump along the wall. What we want to do most of the time if…possible is optimize our colliders. If it's reasonable to use proxy geometry…or box colliders, the simplest, cheapest collider in place of mesh colliders which…have to look at every triangle, we should. An alternative to this is actually to use…a custom-made mesh collider of simpler geometry.…
Note: This course places a strong emphasis on modular construction techniques and resource optimization as part of the design process, which will help your build process be more lean, nimble, and efficient. A basic knowledge of Autodesk 3ds Max or Maya, and Adobe Photoshop is recommended.
- Setting goals for the player
- Planning the player path
- Bounding the world invisibly
- Defining player scale and field of view
- Using and joining modular elements
- Setting up prefabs
- Adding ambient animation
- Opening doors
- Making stairs walkable
- Lighting scenes