Game Development Reference
Create the panel flat to the ground and rotate it into place when you're
done. Or even beter, leave one version where it is and use a component
copied and rotated at 90 degrees to work on with the sandbox tools.
Alternaively, if you're becoming a dab hand at GIMP or PhotoShop, edit the texture inside
to simulate the sagging mesh fence. You can try the Smudge tool or experiment with many
other deform tools.
Inserting multiple copies to quickly fill out a level
It's now ime to create the enire fenced area of your level in SketchUp. You can then import
it to Unity. You learned how to do that in Chapter 6 , Imporing to a Professional Game
Applicaion : Unity 3D , so we won't cover it again here. Doing the repeiive work of copying
and manipulaing muliple versions within SketchUp is much quicker than doing it in a game
engine. This is especially true when you are trying to quickly scope out a level to see if it
works visually and spaially.
Copying the asset around in the game engine, however, is likely to give you
speed gains within the game, as engines are designed to handle copies as
instances . This is where an asset is loaded into the memory of the computer just
once, even though you can see it muliple imes.
The workflow for copying around any large number of objects is similar to the following.
This method will allow you to fill your level with stuff very quickly:
1. Import the master object into the SketchUp level
2. Copy it wherever you need it
3. Select a few and make them unique
4. Swap them for another version
5. Repeat the last two steps with further versions
6. Create further variaion by scaling or mirroring some objects