Introduction to Unity

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My teaching materials for introducing Unity. There are related Unity Packages containing prefabs, assets, and scrips used. Updated slides 2013/01/07 to reflect the location of the packages.

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Introduction to Unity

  1. 1. Introduction to UnityFor Unity 3.5Petri Lankoski, petri.lankoski@sh.se
  2. 2. New Project  File -> New Project…  Set name and directory where you want to store the project  Select  Image Effect (ONLY IF YOU HAVE Pro)  Toon ShadingPetri Lankoski, petri.lankoski@sh.se
  3. 3. Importing a Package  Download:  If you have free version:  http://www.mediafire.com/file/2bdmrn5j4vcikpa/ escape_stripped.unitypackage.zip  If you have Pro  http://www.mediafire.com/file/y5i38txo42fj8i3/esc ape.unitypackage.zip  Unzip the downloaded file  Assets -> Import Package -> Custom Package…  Select the downloaded packagePetri Lankoski, petri.lankoski@sh.se
  4. 4. Anatomy of Unity GUI Project Frame contains assets and scripts • We got these from packages • These are your tools to build the gamePetri Lankoski, petri.lankoski@sh.se
  5. 5. Anatomy of Unity GUI Scene & Hierarchy views • View to your level (game) • For building a levelPetri Lankoski, petri.lankoski@sh.se
  6. 6. Building a scene Delete Main CameraPetri Lankoski, petri.lankoski@sh.se
  7. 7. Adding a PlainPetri Lankoski, petri.lankoski@sh.se
  8. 8. Anatomy of Unity GUIInspector• Shows details of the selected objectPetri Lankoski, petri.lankoski@sh.se
  9. 9. Modifying the Plain Change X and These should be Z to 20 0 • Experiment to find suitable scale • Y should be Drag-and-drop 1 ground to plainPetri Lankoski, petri.lankoski@sh.se
  10. 10. Navigating in UnityMove tool (shortcut: W) Play Mode Rotate tool (shortcut: E) Scale tool (shortcut: R) Hand tool (shortcut: Q) On scene view: - click-drag to move camera • F to zoom to selected - ALT click-drag to orbit object camera around • Hold right mouse to enable - CTR click-drag to zoom • ASWD movementPetri Lankoski, petri.lankoski@sh.se • Q up, E down
  11. 11. Save a Scene  File -> Save Scene  Name it “First”  Or something elsePetri Lankoski, petri.lankoski@sh.se
  12. 12. Player & Light Source Drag-and-drop PlayerPetri Lankoski, petri.lankoski@sh.se
  13. 13. Directional Light Move by Rotate by Drag from Drag from An arrow The spherePetri Lankoski, petri.lankoski@sh.se
  14. 14. Player Prefab Make sure that Object is on the plain • Set to 0,0,0 Drag up until the object is totally visiblePetri Lankoski, petri.lankoski@sh.se
  15. 15. Adding Manager  Rename the empty object as GameManager  Drag-and-drop GameAgents on GameManagerPetri Lankoski, petri.lankoski@sh.se
  16. 16. Time to Test Hit PlayPetri Lankoski, petri.lankoski@sh.se
  17. 17. Adding Waypoints for an Enemy Drag and drop four Waypoint to scene • Place them to corners (as in Figure) • Make sure that Waypoints are on top of the plainPetri Lankoski, petri.lankoski@sh.se
  18. 18. Grouping Objects in Hierarchy Rename waypoints Grouping ObjectPetri Lankoski, petri.lankoski@sh.se
  19. 19. Connecting Waypoints 1. Drag and drop Waypoint2 to NextTarget on Waypoint1 2. Drag and drop Waypoint3 to NextTarget on Waypoint2 3. …Petri Lankoski, petri.lankoski@sh.se
  20. 20. Connecting Waypoints Drag-and- drop EnemyPetri Lankoski, petri.lankoski@sh.se
  21. 21. Adding an Enemy Drag-and-drop Waypoint1 Target (on Enemy)Petri Lankoski, petri.lankoski@sh.se
  22. 22. Time to TestPetri Lankoski, petri.lankoski@sh.se
  23. 23. Adding Things  Walls:  Hierarchy: Create -> Cube  Scale & Rotate & Move  More complex objects are modeled in separate software.Petri Lankoski, petri.lankoski@sh.se
  24. 24. New Objects from Maya  Create an object in Maya  Save (ma/mb)  Maya needed on the machine running Unity  Export FBX  Move the model to Assets folder  Set import scale  Do not use Transform – Scale on Inspector with imported models to change the default scalePetri Lankoski, petri.lankoski@sh.se
  25. 25. New Textures  Create a texture in Photoshop  Preferred size: n2 x m2  Default max size of a texture: 1024x1024  Bigger textures consumes more memory  Use psd or tiff formata  Keep layers  Save it to Assets folder  Open UnityPetri Lankoski, petri.lankoski@sh.se
  26. 26. Renderer & Materials  An object has renderer  Renderer draws the object to the screen  Renderer has one or materials  Materials consists of  Shader  Resources that the shader needs for rendering  E.g., textures, colors, other assets  Multiple objects can share a material  If the material is changed, the rendering of all objects having that material is changed.Petri Lankoski, petri.lankoski@sh.se
  27. 27. Material Shader This part changes based on the selected shader PreviewPetri Lankoski, petri.lankoski@sh.se
  28. 28. Prefabs In Escape PackagePetri Lankoski, petri.lankoski@sh.se
  29. 29. Checkbox for Enabling/disabling Enemy scripts Collider • For moving objects Plays sounds Enemy logic • Movement speed • Damage dealt • Sound filesPetri Lankoski, petri.lankoski@sh.se
  30. 30. Colliders & Collision STATIC STATIC STATICPetri Lankoski, petri.lankoski@sh.se
  31. 31. Colliders & Collision STATIC STATIC STATICPetri Lankoski, petri.lankoski@sh.se
  32. 32. Enemy Fine-tune how this enemy perceivesPetri Lankoski, petri.lankoski@sh.se
  33. 33. Enemy Tag is used with waypoints • Different tags ensure that enemies keep their tracksPetri Lankoski, petri.lankoski@sh.se
  34. 34. Enemy Components / Billboard Enemy consists of multiple billboards • Texture animation • Textures • Animations speedPetri Lankoski, petri.lankoski@sh.se
  35. 35. Enemy Components / LightPetri Lankoski, petri.lankoski@sh.se
  36. 36. Waypoints This should match to Tag of an enemy • Default ok if you do not have crossing tracks Waypoint has a collider • Place it so that an enemy canPetri Lankoski, petri.lankoski@sh.se collide with it
  37. 37. Door Player reached the end if this is checked These controls how completing the game is shownPetri Lankoski, petri.lankoski@sh.se
  38. 38. Door The name of level where the door leads • If multiple names areLevels needs to be provided, onein Scenes in Build! is selected randomlyPetri Lankoski, petri.lankoski@sh.se
  39. 39. Door with LockPetri Lankoski, petri.lankoski@sh.se
  40. 40. Player Start Waypoint  Player object only to the first level  In levels 1-  Place PlayerStart where the player object beginsPetri Lankoski, petri.lankoski@sh.se
  41. 41. Scenes (levels)  Level 0  Splash screen  Very minimal to  Levels 1+  Actual game levelsPetri Lankoski, petri.lankoski@sh.se
  42. 42. Setting up Start Screen  File -> New Scene  Download package:  http://dl.dropbox.com/u/1380179/escape_mainmen u.unitypackage  Assets -> Import Package -> Custom Package…  Select escape_mainmenu.unitypackage  Add Player prefab to scene  This is the only level where Player should be!  You can add the Player for testing  Remove after level is readyPetri Lankoski, petri.lankoski@sh.se
  43. 43. Escape Splash Screen Drag-and-drop Draws the GUIPetri Lankoski, petri.lankoski@sh.se
  44. 44. Setting up Start Screen Write the name of your first levelPetri Lankoski, petri.lankoski@sh.se
  45. 45. GUI Skin Changes how buttons and labels look likePetri Lankoski, petri.lankoski@sh.se
  46. 46. Start ScreenPetri Lankoski, petri.lankoski@sh.se
  47. 47. Build Game Select: • File -> Build Settings… Select target and build Alternatively: • File -> Build Settings…Petri Lankoski, petri.lankoski@sh.se

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