Game Development Reference
In-Depth Information
Why?
This is the power of our prefabs. Make them once, reuse them again and
again. Of further power is that if we make changes in this scene—if we
press Apply on the Prefab line of the Inspector—those changes will show
up back in the Entryway scene as well.
Step 3: Locate the Hallway_DoorBulkhead_Group that is located in the
second room after the entrance. Be careful because there are several of
these in the scene. Be sure to get the one shown in Figure 13.8 . Also note
that this is a group and should include both the objects Hallway_Door_
Bulkhead and Hallway_Door_BulkheadWheel.
Figure 13.8 Hallway_Door_
Bulkhead_Group to work with.
Step 4: Rotate the group closed. This can most easily be done in the
Inspector by entering 0 for Rotation X, Y, and Z.
Step 5: Create a new trigger named Trigger-BulkheadDoor1. Remember
to do this create a cube, check Is Trigger in its Box Collider, and move it
into place in front of the door. The size of the trigger will determine how
early the door opens before the player reaches the door ( Figure 13.9 ).
Figure 13.9 Trigger-BulkheadDoor1
in place.
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