Game Development Reference
In-Depth Information
Conclusion
This chapter charted the beginning of Crazy Mad Office Dude in terms of project creation, asset
importing and configuration, as well as scene building and general project management. The
completed project so far can be found in the topic companion files, inside the Chapter2 folder. The
scope of this chapter is vast, covering a range of powerful Unity features; features that together
would occupy many chapters in an introductory book. In doing this, many subjects were necessarily
discussed only briefly or parochially—that is, in ways specific to this project. The reason is because
the main focus of this topic is on C# development in Unity, as opposed to wider tasks such as
lightmapping and navigation meshes.
Taken as a totality, this chapter documents everything you need to do and know for CMOD to take
the project from an empty state to one that's prepped and ready for customization through C#. Of
course, this general preparation process and workflow applies more widely and to potentially many
more projects than CMOD. The principles put into practice here, such as the modular building
method and lightmapping , can be abstracted from their particular context for CMOD and seen
generally. But, the main point of this chapter is to show you a practical case study in Unity; one that
begins from an empty project and moves toward a state where we're ready to start programming.
At this point, we've now reached that state, and before moving onward, let's recap what we've
learned here. By now, you should be able to do the following:
Create Unity projects and import and configure assets, as well as understand
the rationale behind specific importing and organization techniques
Apply a C# FBX ScaleFix to imported meshes, automatically customizing their
scale to 1
Appreciate import considerations around mesh colliders and lightmap UVs
Understand Texture Import settings and their relationship to Sprite assets
Know how to use the Sprite Editor to create sprites from atlas textures
Import and configure 2D audio files
Understand the modular building method and the importance of Prefabs
Generate usable lightmaps and work with Lightmap assets
Understand the importance of Lightmap settings
Generate navigation meshes
Understand how to edit Generation settings to produce appropriate navigation
meshes for your scenes
 
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