Game Development Reference
In-Depth Information
Initially, the hierarchy contains only one object, which is the main camera. This camera is
responsible for rendering the scene for the player. In other words, it is the player eye on the
game world. Let's now start with a small scene that consists of a number basic shapes. Try to
construct a scene similar to the one in Illustration 1 by yourself. If you find this difficult, you
can follow the steps after the Illustration.
Illustration 1: Simple scene constructed using the basic 3D shapes provided by Unity
To construct the scene we see in Illustration 1, we need first to know the type and the properties
of each shape we are going to add. The values of position , rotation , and scale are determined by
the three axes of the 3D space, which are x (+right, -left), y (+up, -down), and z (+inside screen,
-outside screen). The 3D Coordinate system used in Unity follows the left-hand rule. To re-
member this rule, hold your left hand with your index pointing forward, your thumb pointing
up, and your middle pointing right. Your three fingers represent the positive directions of the
axes in the 3D space, where the middle finger represents the x-axis, the thumb represents the
y-axis, and the index represents the z-axis.
Follow these steps to construct a scene similar to Illustration 1:
1. Create a plane and position it at the center of the 3D space (0, 0, 0). The plane
is a 2D shape that covers a 10*10 area on the xz plane, supposing that we use the
default scale (1, 1, 1). This plane represents the ground in our scene.
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