Game Development Reference
In-Depth Information
13. In Unity, move the lights and pallets you placed there in Chapter 6 , Imporing to a
professional game applicaion: Unity 3D, to where you want them, now that you've
designed your main building.
14. You can copy your assets by selecing them and going to Edit ¦ Duplicate . Put plenty
of barrels and pallets around the place. Use the Rotate buton to make them look
more randomly placed.
What just happened?
When you export a group of SketchUp objects, that group will also act as one group in Unity.
This is ine for staic elements such as buildings and fences, but you need something to
move, such as a door opening and closing or a barrel rolling over when you kick it, it's best
to import it individually. The reason you imported a single item instead of many of them (for
example, in case of a barrel, you should have many of them scatered around) is that you
can assign scripts and physical atributes to the single unit in Unity, and then copy that item
around. Copying items within a game development environment such as Unity, rather than
SketchUp, is much more memory-efficient because game engines can recognize when an
object is just a copy of another. These are called Instances . This means that only one version
of the object is loaded into the memory, and all other copies (instances) are not really there,
but mirrors of the first one.
Rather, it's like puing up a few mirrors in front of you. You see yourself many imes—but you
don't need to eat any more. That's how you know these extra "YOUs" are just instances of you
and not copies. If, however, you get downstairs tomorrow morning and all the Weetabix is
gone, the people siing at your breakfast table are deinitely not instances. You should see a
psychiatrist, or someone who can explain parallel universes to you. Or, maybe both.
Creating context with skyline and background terrain
Go to CGTextures.com and type in "skyline" into the search box. Download the
Landscapes0219 texture. You are now ready to create a background out of it, and
will learn how to create alpha channels too for see-through textures.
Time for action - creating see-through textures
1. Open the skyline texture in GIMP. Use the Fuzzy Select tool to select the sky.
2. Click several imes if you need to.
3.
Go to Layer ¦ Transparency ¦ Add Alpha channel .
 
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