Game Development Reference
In-Depth Information
All this does is it simply adds some flavor to our scene so it's not boring.
I've found in situations where you want a background and a
moving target that you want to follow, it is best to have the
background and the target use separate cameras.
After all that, our demo scene now looks like the following:
Lastly, let's kick our ship into action and make it at least look like it's moving:
1.
Add a
Rigidbody
component (
Add
Component
|
Physics
|
Rigidbody
) to
the
SciFi_Fighter_AK5
and uncheck the
Use Gravity
property. (It's space;
there is no gravity!)
2.
Add two new Empty GameObjects as children to the
SciFi_Fighter_AK5
(right-click on the
ighter
and select
Create Empty
). Name them
Engine1
and
Engine2
.
3.
For
Engine1
, set its
Transform
Position
to
X
-
3.24
,
Y
-
0.04
,
Z
-
1.69
(
Rotation
values should all be
0
and
Scale
values should all be
1
).
4.
For
Engine2
, set its
Transform
Position
to
X
3.49
,
Y
-
0.04
,
Z
-
1.69
(
Rotation
values should all be
0
and
Scale
values should all be
1
).
If, for some reason, this does not place the engine's GameObjects in
the exhaust ports of the ship, just position them manually in relation
to the SciFi Fighter.