Game Development Reference
In-Depth Information
This distortion/reflection effect is achieved through the floor material's shader. Many of the sample
projects contain code and shaders that you can commandeer for your own projects, so they are well
worth investigating, even if their functionality is past your current level of knowledge.
8.
Turn off the Animated Material effect in the drop-down menu.
The next button is the Gizmos button/drop-down menu (Figure 1-36 ). This is where you can control
which specialty icons will show in the Scene view and how they will be presented. Several types of
gameObjects have standard gizmos already assigned and active in the scene. The most obvious
are lights and audio, and—if you remember the new, almost empty scene when you opened the
project—the camera. The gizmos help you to locate objects in the Scene view that have no mesh
associated with them. The light icons, by the way, show the tint set for the specific lights they represent.
Figure 1-36. Gizmos drop-down menu
1.
Navigate the Scene view until you can see a nice selection of gizmos
(Figure 1-37 ).
Figure 1-37. A good view of some specialty icons in the scene
This view displays several spotlight icons showing the placement of lights in the wall's can light
fixtures, a point light, the lightbulb icon, and a couple of audio icons associated with each of the two
mine bots guarding the area.
2.
Open the Gizmos list, and try adjusting the 3D Gizmos slider.
 
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