Game Development Reference
In-Depth Information
The Inspector will explode with information. Notice that the GameObject will
have some familiar components (Transform, Mesh Filter, Mesh Renderer) but will
also contain a Water (Script) component and a very complex shader with lots and
lots of inputs (especially if using the Pro version). This is the benefit of bringing in
a package—all the appropriate textures that make the water look and move like
water have been attached to the shader where they belong, and the script that
further helps the effect has been attached and configured ( Figure 6.1 ).
Figure 6.1 The settings of the
Daylight Water prefab as brought in
via the Water package.
Step 5: Place the water in the scene. From the Project panel, drag one of
the Daylight waters into the scene view ( Figure 6.2 ).
Why?
Yes, the water could have been placed by dragging from the Project panel
to the Hierarchy panel. However, by dragging directly into the scene, the
water can be roughly positioned within the space. The results, however,
are the same as dragging to the Hierarchy panel.
Step 6: Move and scale the water to approximate Figure 6.3 . The idea here
is to make the water big enough so the edge cannot be seen inside the
tunnel, and expands out past the edges of the dock enough so the edge is
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