This video serves as an introduction to the series, discussing the upcoming topics not only in this level setup section, but also in the third-person camera and character videos.
In this first video we establish the scene that we'll be using to create our level, getting the basic settings into place.
Since most of the level's actual geometry will come from Maya, we take a minute in this video to cover the Maya export process.
With the various architectural pieces of our level exported, we can now import them into Unity and get them set up.
In this video we set up the basic materials that will be covering the surfaces of our simple level. They're nothing special, but they get the job done.
To give our level a little bit of added atmosphere, we set up a basic skybox in this video.
Though the level is quite simple at a fundamental level, we still have to have some kind of lighting scenario for the sun. We set the lighitng up in this video.
Lightmapping allows us to bake out our lighting setup to save precious processing power. In this video we provide you with an overview of how it works.
This video takes an in-depth look at the options found within the Object tab of the Lightmapping panel.
Moving on with the Lightmapping panel, we now look at the Bake tab, which covers most of the features needed to set up a bake.
The Map tab is the third and final portion of the Lightmapping panel and in this video we take a look at the options found therein.
Now that we have seen all of the functions found within the Lightmap panel, we can now bake out lightmaps for our level.
The previous video ended with us starting up our final light bake. In this video we take a look at the results and deliver a brief conclusion.
To help us more easily demonstrate occlusion culling, we take a look at a simplified level, allowing us to focus on the key aspects of culling.
Before we can set up our occlusion culling scenario, we need to have a basic understanding of how culling works. This video provides an introduction to the system.
In this video we discuss the View volumes of the occlusion culling scenario and how they work to effectively hide objects outside the view.
Target volumes can be used to occlude objects that are moving in the scene. Once completed, we wrap up and conclude this section.