Game Development Reference
In-Depth Information
Figure 5.11 Problem area of
texture simply not being high enough
resolution for the game's needs.
Step 14: In the Scene window, select the rock wall by clicking it and then
clicking it again.
Why?
The first time a mesh is clicked, the parent-most object in its prefab is
what is selected. But if the mesh is clicked again, Unity will drill down and
actually select the object that is being clicked.
Step 15: Look in the Inspector to understand how Unity sees the mesh.
Inspector Breakdown
Figure 5.12 shows what the Inspector shows when the EntryWayWallsInner
mesh is selected. There is actually loads of important information here, so
please excuse this brief tangent while it's broken down.
This inspector is broken down into six areas. It is worthwhile to discuss what is
seen here.
Immediately under the Inspector tab is the name of the object next to a
checkmark and a symbol (looks like a blue cube) that indicates that this is
indeed a GameObject. Here the GameObject can be renamed or turned off
(with the checkbox). Notice that this section also has areas to assign the
GameObject a Tag or assign it to a Layer (more on this later). The Model
section there allows for prefabs to be updated (more on this later as well).
The Transform section is just like the Channels Box in Maya, and has been
looked at before. Here the GameObject can be moved, scaled, or rotated
numerically.
The Mesh Filter section actually defines which mesh the GameObject contains
(this can be changed although usually it is not).
The Mesh Render is an important area because it simply decides if a mesh is
to be drawn on the screen. This can be turned off so that the object remains
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