Game Development Reference
In-Depth Information
Hold down the RMB and move the mouse. Doing so makes the viewport camera act
like a free-look game camera. This mode is called Flythrough mode. If you hit the W, A,
S, or D key as you hold down the RMB, you will be able to move forward (W), backward (S),
or to the sides (A and D) as though you were in a video game. This type of view mode is
often referred to as no-clip mode and is used by developers to explore their environments
without running into walls or being slowed down by physics as though in the actual game.
Lastly, you can choose specific views (top, sides, bottom, perspective, etc.) by clicking
the Scene gizmo, the object with the colored cones and axis letters in the top-right corner
of the viewport. Using this gizmo to choose viewpoints will come in handy when you cre-
ate your scene later in the chapter.
The Game View
The Game View tab is next to the tab for the Scene view. Game view allows you to see
your game while in the engine. It is recognizable by the Pac-Man character next to it.
Use the LMB to click it now. When you are editing, this view does little but show what
the game camera is seeing. However, if you press the play button at the top of the Unity
interface (it resembles the play button on a DVD player), you can play your game within
the Game view. The pause button pauses the game but does not stop it from running. The
Next Scene button takes you to the next playable scene that you have created within the
project. To leave Game view, click the play button again.
You may want to play the game now to acquaint yourself with Unity's Game view tools
and reward yourself for all your hard work in Blender. Take as much time as you need.
Buttons on the Game view header allow you to toggle the settings of the Play view. The
pull-down on the left is a list of aspect ratios for the screen. This helps you see what your
game would look like on different screen sizes.
On the right side of the header are other options. Maximize On Play allows the game
to play in full-screen mode after you have clicked the play button. The Stats button allows
you to see the specifics of how your game is running as you play. Among these stats is the
game's frame rate, which game artists keep as high as possible with simple meshes and
rigs. Finally, Gizmos displays the gizmos for objects or game event triggers as you play.
This allows developers to understand where these things are so they can evaluate whether
they are working properly.
The Hierarchy View
Next we'll look at Unity's Hierarchy view. This view displays a list of the assets in your
scene and shows their relationship to one another. By LMB-clicking and dragging list
items, you can make objects parent and child objects of one another. This ability will
come in handy later when you create weapons for your first-person-shooter character.
Also in this view is the Create button, which brings up a list of objects you can create
while in the engine. Again, this will come in handy later in the chapter. The Create menu
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