Join Adam Crespi for an in-depth discussion in this video Opening doors, part of Unity: Level Design.
When we have animation ready in the scene, we can start to add in interactivity, so…that the player can interact with their surrounding.…What I've done here is to replace one of my proxy buildings with one of my more…complete storefronts. And at the end of the street, moving the…building over a little bit, I've bounded the street with two of my pointed arch walls.…Inside those pointed arches then, I've landed my door modules that I had animated.…The way I've constructed these is that the door wall geometry simply passes into the arch.…And this way I have the option of having an arch that's open that I can see through…into the next space or an arch with a door in it where the arch becomes ornament on…the wall. This way I can use one prefab in two…different ways. Right now my doors are as I have left…them, where the door itself loops constantly in the animation.…
This is good for testing but looks rather awkward when you play the game.…I'll hit Play and show what I mean. When I spawn in the game and start heading…
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