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angle. From there, clone it several times so that you have a large floor made up of
cubes.
Next, delete a bunch of the cubes and move some others around. This will create
holes in our floor, which will be used and tested when we implement the NavMesh
system. To make the floor easy to see, I've created a material in green and assigned
it to the floor cubes.
After this, create a few more cubes, make one really long and one shorter than the
previous one but thicker, and the last one will be used as a ramp. I've created an
intersection of the really long cube and the thick cube. Then, place the ramp towards
the end of the thick cube, giving access to the top of the cubes.
Our final step in creating our test environment is to add a few waypoints for our AI.
For testing purposes, create five waypoints in this manner. Place one in each corner
of the level and one in the middle. For the actual waypoints, use the capsule primit-
ive. For each waypoint, add a rigid body component. Name the waypoints as Way-
point1 , Waypoint2 , Waypoint3 , and so on. The name is not all that important for
our code; it just makes it easier to distinguish between waypoints in the inspector.
Here's what I made for my level:
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