Join Adam Crespi for an in-depth discussion in this video Setting up prefabs, part of Level Design Basics in Unity.
With my modules imported in Unity, and at least a quick confirmation that they'll…join nicely plus an import of my map, I can start to think about setting up some…prefabs before I instantiate modules any further.…A prefab in Unity is a defined collection of an object or objects plus lights,…materials, scripts and anything else we'd like to associate with it.…If we then instantiate the prefab throughout the design, Unity will refer…back to the original prefab, and instead of drawing a new one, simply reference it.…
This lets us batch and call occlusion. What that means is that, instead of…defining it once at game time and then redefining, we'll simply define once.…And also, we can cull them down, meaning we can draw out only what we see and…thereby reduce our draw culls. Even in a prototype stage, it's worth…creating come prefabs versus just placing stuff all over.…Most of the objects are okay as prefabs as they are.…For example, the vault semicircle pair objects that I've been using are just fine…as the FBX with their colliders. But some of the more complex door pieces…
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