Game Development Reference
In-Depth Information
up into the Scene window); play the game and you should be able to walk
around him (although he may be kind of dark because we haven't lit for
characters yet), and he will be looping the idle animation. All that movement
and no place to go. When you're done playing around, go ahead and select
him in the Scene window (or the Hierarchy panel) and press the Delete key
(on a PC) or Command-backspace (on a Mac).
Step 6: Create a new scene file. File>New Scene.
Why?
We're going to lay the groundwork for an opening scene—an opening
level really—that will show Aegis, give a little bit of background,
provide an explanation of the goals of the game, and then allow the
player to press a Start button to start the game. Aegis is the eye candy.
Although technically, all of this could be done in the EntryWay scene,
having only Aegis in this scene will allow for some nicer lighting, and a
very quick startup to the game (very few assets to load).
Step 7: Create a floor and then a back wall. Do both of these by creating
a plane (GameObject>Create Other>Plane). Scale to match Figure 10.46 .
Make sure the floor plane (named Floor ) is set at 0,0,0.
Figure 10.46 Setting up the floor
and back wall.
Step 8: Place Aegis. From the Project panel, drag AegisChung up into the
Scene window. New to Unity 3, he should snap so that he's standing on
the floor as the mouse is moved over it. Place him in about the center of
the floor ( Figure 10.47 ).
Step 9: Light the scene. Figure 10.48 shows a lighting scheme using a
fairly standard key light, two fill lights (amber and blue), a back light, and a
light to light the back wall. Light for the dramatic effect you're after.
Tips and Tricks
Figure 10.48 shows the scene lit with all spotlights. Spotlights allow for a
good amount of control but don't necessarily take a huge amount of horse
power to draw. Do note, however, that lighting will often draw differently
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