Unity3d Learn notes seven create your own game scenes

Source: Internet
Author: User

so far we've got a more complete prefab, and we've been able to create great game scenes and roam the scene in first-person view. Here to make a small demonstration, build a small scene everyone in the creation of the scene when the need for free play, make a scene as large as possible.
this series of tutorials and footage is based on the translation tutorial "Unity Game Engine Basics Video Tutorial" from the Everyone's material translation group, which is attached to the second study note.

we started with the initial pfb_straight that added the first person controller as the center point for the entire scene. We first drag out the Prefabs folder in Project two straight prefab, respectively, using vertex snaps to both sides of the center point.

The next step is also to use vertex snapping, adding a corner to the dead end, and a dead end, which completes a small, closed scene. during scene creation, it is often necessary to rotate the entire pre-assembly, with the same operation as rotating a single part, with the prefab selected for processing. Here are two dead-ends. One needs to rotate 180 degrees and one needs to rotate 90 degrees.
But one problem to note is that the texture of the ground and ceiling is adjusted, and the prefab and adjacent prefab may appear in the texture faultphenomenon. You can see the point of view, we only need to select a single floor and ceiling, the texture to rotate the opposite angle (the previous component rotatedangle) is available. These are the details of the game, and if you don't rotate it, it's okay to run it down, but do it out of the scene,will the player be satisfied?

after rotating a single part to cancel the texture fault, we can play and experience the roaming of the scene.


when roaming we notice that there will always be blue lines and scatter points at the junction of each component of the scene, because the background color of the camera in our first person controller is blue by default, and we need to make a change. For example, when we expand the first person Controller in the hierarchy view, check the main camera (the preview range and image of the camera appears in the scene view), We can see the option to have a camera in the Inspector View, and in background, change the background color to black. If you run again, you won't see those blue lines and dots.


Here are two tips to emphasize. First, when we create the scene, the most convenient method is not always with a new pre-assembly rotation, if the scene, but using control+d copy we have already existed with the scene in the rotation of the prefab, you can copy a two, the straight part can even copy three four. With these previously rotated prefab, we are the equivalent of a pre-assembly with no rotation and texture adjustment in all directions. For example, to duplicate a rotated prefab in two scenes, note that after copying, you need to drag in the direction of the axis to drag out the copied component.

second, in the creation of the scene, sometimes we often have to delete the scene of the existing components, delete one side of the road in the wall, you can separate a fork, so we want to try more such, select a single component to delete, after we built the scene, There are usually a number of white objects in the hierarchy.     Well, the following start to create their own grand game scene, for Unity3d, as long as there are enough prefab to create a scene just a little, half an hour to create a full-day you can not go out of the maze, come on!

2015.3.7 19:28by Mr.losers

Unity3d Learn notes seven create your own game scenes

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