- [Voiceover] Now we want to show…in-game who the player belongs to.…This is where the accent colors become particularly useful.…While there are many ways to do it,…including writing custom shaders,…we'll be using an incredibly simple method,…just setting the material color of a simple cube.…So to do this, we're first gonna…create a script called "MarkColor".…So in the Scripts folder, I'm gonna right-click…and create a C# script, I'll name it "MarkColor".…Now I'll edit MarkColor.…The MarkColor is a MonoBehaviour, but it won't be updating.…
Everything that it does will be during the initialization.…So I'm deleting Update.…Now, in order for the MarkColor to work,we're gonna…need to know what objects we're gonna change the color of.…Basically, we're just gonna put a couple cubes,…stretched in odd ways, around the object.…And then those will get their colors changed.…So we need to know the mesh renderers of them,…so we can change the material colors of those renderers.…So, "public MeshRenderer", as an array,…'cause we might have more than one,…
AuthorDan Violet Sagmiller
- Adding player positions and start info
- Loading prebuilt levels
- Adding camera moves
- Adding a unit
- Supporting navigation
- Adding unit owners and player objects
- Importing and setting up a HUD map
- Adding unit info and credits
- Creating HUD actions
- Building a command base
- Adding artificial intelligence
- Adding battle actions
Skill Level Intermediate
1. Initial Setup
2. Adding a Unit
3. Navigation Mesh
4. Unit Owner
5. HUD Map
6. Unit Info & Credits
7. HUD Actions
8. Command Base
9. Base AI
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