DEPARTMENT OF
COMPUTER
SCIENCE
UNITY BASICS - UB
170399 | MAHNOOR
FATIMA
170403 | SADIA ZAFAR
• CLASS: BSCS - C
• SEMESTER: 6
• SUBJECT: COMPUTER GAME
DESIGN
• TASK TYPE – NUMBER: TERM PROJECT
– 3
• DEADLINE: 30 JUNE 2020
(TILL 10:59 PM)
TABLE OF CONTENTS
• UNITY
• INTERFACE COMPONENTS
• SCRIPTING
• SCENES
• PROJECT ASSETS
• GAME OBJECTS
• PREFABS
• GRAPHICS
• PHYSICS
• AUDIO
• ANIMATIONS
• SUMMARY
UNITY
• UNITY IS A MULTI-PLATFORM, INTEGRATED IDE FOR SCRIPTING GAMES, AND
WORKING WITH 3D VIRTUAL WORLDS
• INCLUDING:
• GAME ENGINE
3D OBJECTS / LIGHTING / PHYSICS / ANIMATION / SCRIPTING
• ACCOMPANYING SCRIPT EDITOR
MONODEVELOP (WIN/MAC)
CAN ALSO USE VISUAL STUDIO (WINDOWS)
• 3D OBJECT ANIMATION MANAGER
• GUI SYSTEM
• EXECUTABLE EXPORTER MANY PLATFORMS:
MAIN INTERFACE COMPONENTS
1. SCENE
• EDITABLE (DESIGN-TIME) 3D GAME OBJECTS IN THE CURRENT SCENE
2. HIERARCHY
• TEXT LIST OF GAME OBJECTS AND SUB-OBJECTS IN THE CURRENT SCENE
3. INSPECTOR
• PROPERTIES FOR CURRENTLY SELECTED
4. GAME
• PREVIEW HOW GAME WILL LOOK WHEN EXECUTING
5. PROJECT
• CONTENTS OF PROJECT ‘ASSETS’ FOLDER (I.E. FILES IN THAT FOLDER)
~LIBRARY OF SCRIPTS, DIGITAL MEDIA FILES, AND SCENES
SCRIPTING
• UNITY IMPLEMENTS A MONO COMPILER
• SCRIPTS CAN BE WRITTEN IN:
• JAVASCRIPT
• MOST INTRODUCTORY TUTORIALS ARE WRITTEN IN JAVASCRIPT
• C#
• VERY SIMILAR TO JAVA, UNITY CAN BE INTEGRATED WITH THE MICROSOFT VISUAL
STUDIO EDITOR, TO GET FULL BENEFITS OF CODE COMPLETION, SOURCE VERSION
CONTROL ETC.
SCENES
• A UNITY “SCENE” IS ESSENTIALLY A “LEVEL” OR “SCREEN”
• TYPICAL GAME
• WELCOME / MAIN MENU SCREEN
• BUTTONS: PLAY GAME / SEE HIGH SCORES / READ INSTRUCTIONS /
CHANGE INPUT SETTINGS
• LEVEL 1 / LEVEL COMPLETE / LEVEL 2 ETC.
• GAME OVER / ENTER DETAILS FOR NEW HIGH SCORE ETC.
PROJECT ASSETS
• THE ASSETS FOLDER FOR EACH UNITY PROJECT CONTAINS:
• SCENES
• MEDIA ASSETS
(IMAGES, SOUNDS FILES, 3D MODELS)
• SCRIPT FILES
• “PACKAGES”
(COLLECTIONS OF UNITY ASSETS, READY TO IMPORT)
GAME OBJECTS
• EVERYTHING IN A SCENE IS EITHER A GAME OBJECT OR A
COMPONENT INSIDE A GAME OBJECT
• EVERY GAME OBJECT HAS AT LEAST 1 COMPONENT
• ITS TRANSFORM (AN OBJECT’S POSITION, SCALE, ROTATION)
• OTHER COMPONENTS DEPEND ON OBJECT TYPE (AUDIO, MESH, MATERIAL,
SCRIPT ETC.)
• GAME OBJECTS CAN BE IN A HIERARHCY – SO AN OBJECT CAN BE A
SUB-OBJECT OF ANOTHER OBJECT
• E.G. AN “ARM” OBJECT CAN BE A SUB-OBJECT OF A “BODY” OBJECT ETC.
PREFABS
A PREFAB IS A COPY OF A GAME-OBJECT CONVERTED INTO A
REUSABLE ASSET.
• UNITY’S PREFAB SYSTEM ALLOWS USER TO CREATE, CONFIGURE, AND
STORE A GAMEOBJECT COMPLETE WITH ALL ITS COMPONENTS,
PROPERTY VALUES, AND CHILD GAMEOBJECTS
• AT DESIGN TIME (IN EDITOR) A PREFAB CAN BE DRAGGED FROM PROJECT
WINDOW INTO THE SCENE WINDOW AND ADDED THE SCENE’S
HIERARCHY OF GAME OBJECTS
• THE OBJECT CAN THEN BE EDITED
(I.E. CUSTOMIZED FROM THE PREFAB DEFAULT SETTINGS) IF DESIRED.
GRAPHICS
• UNITY PROVIDES GRAPHICAL FEATURES SUCH AS:
• RENDERING
• LIGHTENING
• MATERIAL
• SHADES
• TEXTURES
• REFLECTION PROBS
• CLUSTER RENDERING
• AND CAMERA SETTINGS.
PHYSICS
• TO PRESENT A SCENE IN CONVINCING BEHAVIOR ITS OBJECTS
MUST BE FOLLOWING RULES OF PHYSICS JUST LIKE ANY OBJECT
MOVEMENT AND COLLISION MUST BE RELATED TO PHYSICS RULES.
• ITS PROVIDE COMPONENTS LIKE:
• GRAVITY
• RIGIDITY OF OBJECT BODY OR COLLISION OF OBJECTS.
AUDIO
• UNITY’S AUDIO FEATURES INCLUDES:
• FULL 3D SPATIAL SOUND, REAL-TIME MIXING AND MASTERING, HIERARCHIES
OF MIXERS, SNAPSHOTS, PREDEFINED EFFECTS.
• UNITY’S AUDIO SYSTEM IS FLEXIBLE AND POWERFUL.
• IT CAN IMPORT MOST STANDARD AUDIO FILE FORMATS
• IT HAS SOPHISTICATED FEATURES FOR PLAYING SOUNDS
• IN 3D SPACE, OPTIONALLY WITH EFFECTS LIKE ECHO
AND FILTERING APPLIED.
ANIMATIONS
• ANIMATION IS A METHOD IN WHICH FIGURES ARE MANIPULATED TO APPEAR AS
MOVING IMAGES
• UNITY HAS VERY SOPHISTICATED FEATURE IN WHICH DEVELOPER CAN CREATE
ANIMATIONS AS IT PROVIDES ANIMATION WINDOW AND ANIMATOR
CONTROLLER.
• TRANSITIONS CAN BE MADE ON OBJECT WHICH TAKES OBJECT FROM ONE STATE
TO ANOTHER STATE.
SUMMARY
• UNITY IS POWERFUL, COMPLETE GAME DEVELOPMENT SYSTEM
• CREATE 3D OBJECTS / SCENES IN UNITY
• OR IMPORT OBJECTS CREATED IN 3D MODELLING PACKAGES
• USE SCRIPTING TO CONTROL ANIMATIONS / SCENE CHANGES ETC.
• EXPORT TO STAND ALONE GAME, OR WEB PAGE COMPONENT, OR MOBILE APP
REFERENCES
• PAPER “UNITY3DPRESENTATION” - EVERYTHING ABOUT
UNITY.
• HTTPS://WWW.C-SHARPCORNER.COM/TECHNOLOGIES/UNITY
• HTTP://DOCS.UNITY3D.COM/DOCUMENTATION/MANUA
L/INDEX.HTML
THANK YOU

Computer Game Design

  • 1.
    DEPARTMENT OF COMPUTER SCIENCE UNITY BASICS- UB 170399 | MAHNOOR FATIMA 170403 | SADIA ZAFAR • CLASS: BSCS - C • SEMESTER: 6 • SUBJECT: COMPUTER GAME DESIGN • TASK TYPE – NUMBER: TERM PROJECT – 3 • DEADLINE: 30 JUNE 2020 (TILL 10:59 PM)
  • 2.
    TABLE OF CONTENTS •UNITY • INTERFACE COMPONENTS • SCRIPTING • SCENES • PROJECT ASSETS • GAME OBJECTS • PREFABS • GRAPHICS • PHYSICS • AUDIO • ANIMATIONS • SUMMARY
  • 3.
    UNITY • UNITY ISA MULTI-PLATFORM, INTEGRATED IDE FOR SCRIPTING GAMES, AND WORKING WITH 3D VIRTUAL WORLDS • INCLUDING: • GAME ENGINE 3D OBJECTS / LIGHTING / PHYSICS / ANIMATION / SCRIPTING • ACCOMPANYING SCRIPT EDITOR MONODEVELOP (WIN/MAC) CAN ALSO USE VISUAL STUDIO (WINDOWS) • 3D OBJECT ANIMATION MANAGER • GUI SYSTEM • EXECUTABLE EXPORTER MANY PLATFORMS:
  • 4.
    MAIN INTERFACE COMPONENTS 1.SCENE • EDITABLE (DESIGN-TIME) 3D GAME OBJECTS IN THE CURRENT SCENE 2. HIERARCHY • TEXT LIST OF GAME OBJECTS AND SUB-OBJECTS IN THE CURRENT SCENE 3. INSPECTOR • PROPERTIES FOR CURRENTLY SELECTED 4. GAME • PREVIEW HOW GAME WILL LOOK WHEN EXECUTING 5. PROJECT • CONTENTS OF PROJECT ‘ASSETS’ FOLDER (I.E. FILES IN THAT FOLDER) ~LIBRARY OF SCRIPTS, DIGITAL MEDIA FILES, AND SCENES
  • 5.
    SCRIPTING • UNITY IMPLEMENTSA MONO COMPILER • SCRIPTS CAN BE WRITTEN IN: • JAVASCRIPT • MOST INTRODUCTORY TUTORIALS ARE WRITTEN IN JAVASCRIPT • C# • VERY SIMILAR TO JAVA, UNITY CAN BE INTEGRATED WITH THE MICROSOFT VISUAL STUDIO EDITOR, TO GET FULL BENEFITS OF CODE COMPLETION, SOURCE VERSION CONTROL ETC.
  • 6.
    SCENES • A UNITY“SCENE” IS ESSENTIALLY A “LEVEL” OR “SCREEN” • TYPICAL GAME • WELCOME / MAIN MENU SCREEN • BUTTONS: PLAY GAME / SEE HIGH SCORES / READ INSTRUCTIONS / CHANGE INPUT SETTINGS • LEVEL 1 / LEVEL COMPLETE / LEVEL 2 ETC. • GAME OVER / ENTER DETAILS FOR NEW HIGH SCORE ETC.
  • 7.
    PROJECT ASSETS • THEASSETS FOLDER FOR EACH UNITY PROJECT CONTAINS: • SCENES • MEDIA ASSETS (IMAGES, SOUNDS FILES, 3D MODELS) • SCRIPT FILES • “PACKAGES” (COLLECTIONS OF UNITY ASSETS, READY TO IMPORT)
  • 8.
    GAME OBJECTS • EVERYTHINGIN A SCENE IS EITHER A GAME OBJECT OR A COMPONENT INSIDE A GAME OBJECT • EVERY GAME OBJECT HAS AT LEAST 1 COMPONENT • ITS TRANSFORM (AN OBJECT’S POSITION, SCALE, ROTATION) • OTHER COMPONENTS DEPEND ON OBJECT TYPE (AUDIO, MESH, MATERIAL, SCRIPT ETC.) • GAME OBJECTS CAN BE IN A HIERARHCY – SO AN OBJECT CAN BE A SUB-OBJECT OF ANOTHER OBJECT • E.G. AN “ARM” OBJECT CAN BE A SUB-OBJECT OF A “BODY” OBJECT ETC.
  • 9.
    PREFABS A PREFAB ISA COPY OF A GAME-OBJECT CONVERTED INTO A REUSABLE ASSET. • UNITY’S PREFAB SYSTEM ALLOWS USER TO CREATE, CONFIGURE, AND STORE A GAMEOBJECT COMPLETE WITH ALL ITS COMPONENTS, PROPERTY VALUES, AND CHILD GAMEOBJECTS • AT DESIGN TIME (IN EDITOR) A PREFAB CAN BE DRAGGED FROM PROJECT WINDOW INTO THE SCENE WINDOW AND ADDED THE SCENE’S HIERARCHY OF GAME OBJECTS • THE OBJECT CAN THEN BE EDITED (I.E. CUSTOMIZED FROM THE PREFAB DEFAULT SETTINGS) IF DESIRED.
  • 10.
    GRAPHICS • UNITY PROVIDESGRAPHICAL FEATURES SUCH AS: • RENDERING • LIGHTENING • MATERIAL • SHADES • TEXTURES • REFLECTION PROBS • CLUSTER RENDERING • AND CAMERA SETTINGS.
  • 11.
    PHYSICS • TO PRESENTA SCENE IN CONVINCING BEHAVIOR ITS OBJECTS MUST BE FOLLOWING RULES OF PHYSICS JUST LIKE ANY OBJECT MOVEMENT AND COLLISION MUST BE RELATED TO PHYSICS RULES. • ITS PROVIDE COMPONENTS LIKE: • GRAVITY • RIGIDITY OF OBJECT BODY OR COLLISION OF OBJECTS.
  • 12.
    AUDIO • UNITY’S AUDIOFEATURES INCLUDES: • FULL 3D SPATIAL SOUND, REAL-TIME MIXING AND MASTERING, HIERARCHIES OF MIXERS, SNAPSHOTS, PREDEFINED EFFECTS. • UNITY’S AUDIO SYSTEM IS FLEXIBLE AND POWERFUL. • IT CAN IMPORT MOST STANDARD AUDIO FILE FORMATS • IT HAS SOPHISTICATED FEATURES FOR PLAYING SOUNDS • IN 3D SPACE, OPTIONALLY WITH EFFECTS LIKE ECHO AND FILTERING APPLIED.
  • 13.
    ANIMATIONS • ANIMATION ISA METHOD IN WHICH FIGURES ARE MANIPULATED TO APPEAR AS MOVING IMAGES • UNITY HAS VERY SOPHISTICATED FEATURE IN WHICH DEVELOPER CAN CREATE ANIMATIONS AS IT PROVIDES ANIMATION WINDOW AND ANIMATOR CONTROLLER. • TRANSITIONS CAN BE MADE ON OBJECT WHICH TAKES OBJECT FROM ONE STATE TO ANOTHER STATE.
  • 14.
    SUMMARY • UNITY ISPOWERFUL, COMPLETE GAME DEVELOPMENT SYSTEM • CREATE 3D OBJECTS / SCENES IN UNITY • OR IMPORT OBJECTS CREATED IN 3D MODELLING PACKAGES • USE SCRIPTING TO CONTROL ANIMATIONS / SCENE CHANGES ETC. • EXPORT TO STAND ALONE GAME, OR WEB PAGE COMPONENT, OR MOBILE APP
  • 15.
    REFERENCES • PAPER “UNITY3DPRESENTATION”- EVERYTHING ABOUT UNITY. • HTTPS://WWW.C-SHARPCORNER.COM/TECHNOLOGIES/UNITY • HTTP://DOCS.UNITY3D.COM/DOCUMENTATION/MANUA L/INDEX.HTML
  • 16.