Basic understanding of the game world Unity3D and the game world unity3d

Source: Internet
Author: User
Tags blender game engine

Basic understanding of the game world Unity3D and the game world unity3d
1. Preface

Unity3D is a comprehensive game development tool developed by Unity Technologies that allows you to easily create multi-platform interactive content such as 3D video games, architectural visualization, and real-time 3D animation, is a fully integrated professional game engine. Unity is similar to Director, Blender game engine, Virtools, Torque Game Builder, and other software that uses interactive graphic development environments as the primary method. Its editor runs on Windows and Mac OS X, you can publish games to Windows, Mac, Wii, iPhone, Windows phone 8, and Android platforms. You can also use the Unity web player Plug-in to publish web games that support web browsing on Mac and Windows. Its webpage player is also supported by Mac widgets.

Unity3DU3D is a mid-range game engine developed by German UnityTechnologies.
Compared with the unreal 3 engine, U3D can only be regarded as a younger brother-level game engine, but it is highly efficient in game production and corresponds to game development on multiple platforms, this makes it very popular in independent game production groups outside China.

The difference between the U3D free version and the Professional version lies in the permission to use the screen filter and the underlying class library. The U3D free version can also create a complete game and publish games on PC, MAC, and Web platforms, the mobile platform (IOS, Android) and the next generation of game consoles (PS3, XBOX360, Wii) require additional authorization.
* After the Unity3D Development Company cooperates with Adobe, U3D has added the Flash release function since version 3.5 (additional authorization required ).

U3D draws on the operating concepts of the Unreal Engine and some large 3D animation software, so it is easy to get started, and it is very convenient to collaborate with other software. U3D's software interface layout is perfect, and you can quickly select a window sorting suitable for your development habits.

* If I want to compare it with 3D animation software, I think U3D is like Maya Software operation, 3dsMax function execution, and C4D menu management. When creating a new project directory, U3D does not load resource packages by default to accelerate loading in scenarios. Therefore, you can select a function package based on your project needs. For example, the built-in role control system, terrain components, Sky boxes, screen filters, and script sets. As a system folder for storing resources, the U3D project directory can be updated and called at any time. Compared with the engine package that must be imported into the UDK in advance, U3D is more user-friendly. You can create folders in the project directory management window of U3D to store and classify resources, such as scripts, materials, and meshes ), scenes and textures. U3D files are automatically arranged. To maintain the order of directories we create, we can add underscores (_ script, _ material) before the file name. U3D can create some basic ry, but you cannot perform modeling operations. You can only perform some simple overall deformation on them. Therefore, most of the graphic elements need to be imported from outside. Although the terrain can be created and drawn in U3D, if the terrain is not very flat, it is more ideal to use maya to create mountain ups and downs, because it involves the problem of texture stretching.
* At present, U3D cannot change the axis of the model. Therefore, you must complete the settings in the 3D software. The unit of U3D scene is meter, while maya is centimeter. Therefore, the software value must be set to 100 times to match the scene ratio in the engine. For example, a role with a height of 170 MB in an engine should have a height of (cm) in maya. You can also set the unit when exporting the FBX file, you can also adjust the ScaleFactor attribute of the FBX file in U3D. Of course, you can also change the default unit of maya on your own. However, we do not recommend this because, apart from the impact of dynamics, some default values during modeling will become huge (such as the Bevel chamfer function ).
* Although the unit of U3D is meters, its default ScaleFactor parameter is 0.01, which corresponds to the centimeter in maya. If the meter is used as the unit in Maya, you also need to manually set ScaleFactor to 1. Although U3D supports importing Maya-specific ma, mb, or 3dsMax files in Max format, reading is very slow. Therefore, the most suitable format for U3D external import 3D files is FBX. When the FBX file is stored in the U3D project directory, U3D automatically reads the model material contained in FBX and stores it in a separate folder named Materials. Note that dragging the texture to the texture ball in U3D is different from clicking the select button in the texture ball texture box. The former will continuously generate independent textures to increase the file volume, the latter share a single texture.
* U3D3. X cannot assign the same material to multiple objects at the same time. Therefore, before importing U3D, we should classify the material in Maya. Pay attention to the normal orientation of the model and try not to display the opposite side. Tip: You can assign materials to multiple objects after Unity4.X. When the prefabs preset is put into the scenario, a maya ry similar to the maya rendering proxy is automatically formed. After modifying the attributes of the ry, click Revert to return to the initial state. If you click Apply, it will be directly applied to the prefabs in the project directory, and the prefabs in all scenarios will change at the same time, so use it with caution.

Create a Skybox. The sky in the game is the ry texture of a wrapped scene. For the game engine, there are six seamless sky textures covering six cubes. The U3D sky box needs to be associated with the camera or in the rendering settings.
* Adding the sky material to the rendering settings allows you to see the effect directly in the scene. The camera is connected to the sky box and can only be seen in a specific camera when rendering the game.

There are four types of lights in U3D: PointLight, Spotlight, DirectionalLight, AreaLight, and AmbientLight. Among them, AmbientLight is not an independent light element, but is located in the rendering settings, you can adjust the color of the backlight in the scene (usually the cold color), used to simulate the ambient light (mostly the sky light ). Direction light is often used to simulate sunlight. The position of a light does not affect the lighting effect, because it is based on orientation.

Currently, the U3D lighting system and scenario building elements are not as rich as the UDK (Unreal Engine Development Kit), so the rendering effect of the image is naturally not as outstanding as that of the UDK, however, it is enough to develop next-generation games with strong images. Mobile Platforms and online games are even more difficult.

RenderPass rendering channel. There are three important rendering channels in U3D, which are generated based on the lighting material. At present, U3D has not yet implemented a texture animation connection function similar to maya or UDK for the material coloring channel. Therefore, you need to write your own materials, which restricts creativity to a certain extent.

The quality setting of lightmass directly determines the game quality. The lights and shadows in the scenario are calculated in real time, which will not be applied to the game. The game will improve the running efficiency of the screen through the lighting and shadow textures. For static objects in a scenario, we can use various Global Illumination colors to bake the lighting effect into the corresponding texture of the model. There are two methods: one is when drawing the model texture, use the global light system of 3D software (such as FG final aggregation and GI global lighting) to bake the lighting effect. In addition, baking directly in the Game Engine (depending on the engine function ). The U3D lighting system is not as powerful as the UDK, especially in the global lighting effect.

OcclusionCulling is a function used in U3D to optimize the scenario display efficiency, which can greatly reduce the consumption of system resources by the game. The principle is not to draw a blocked object that is invisible within the camera range.
* U3D can greatly optimize resources for web and mobile platforms, which is incomparable to udks.

U3D supports writing scripts in multiple languages: C #, JavaScript, and Boo. JavaScript scripts are easy to use and are often the first choice for beginners or JavaScript programmers. However, in the long term, C # is the best choice for users. Of course, you can also combine scripts in several languages during a game design process, because U3D will eventually convert these languages into their built-in compilation languages.

* JavaScript is not Java.

  [Summary]

Unity3D has broad development prospects: general software operation specifications, efficient development speed, multi-platform support, and compatibility with a wide range of programming languages.

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