For those who want to get their hands dirty right away, we begin our Unity training by creating a simple game level. This video introduces the level we'll be building.
Our first step in generating our level is to create the project that will hold all of the various assets needed. We get that out of the way in this video.
To create the appropriately sized terrain, we need to establish some key settings, which we take care of in this video.
This video covers the importance of continually saving your progress while you work. Please keep in mind that we may not always remind you!
In this video we give a brief introduction to the terrain toolkit, which allows us to create some generic landform shapes based on mathematical algorithms.
Once we have some general forms in place, we can customize them by sculpting our terrain's height map up and down, which is the primary topic of this video.
It's a good idea to give your terrain a quick run-around to see how it feels and get a sense of scope. Here, we demonstrate a quick way to do this.
When testing out your level, you may find that certain areas just don't "feel right." Perhaps a slope is too steep, or a hill too large. Here we discuss the importance of tests and tweaking.
The Terrain Assets package gives us access to some more textures and foliage than we would otherwise have in Unity. It's free, and in this video we show you how to get it.
One of the ways in which the Terrain Toolkit can speed up our terrain generation workflow is to produce some procedural textures. Here we show how this is done.
Once you have some procedural textures laid down, we then show you how you can go about editing what was generated through texture painting.
Of course, terrain that just has a pretty texture is nice, but foliage is really required to help give the sense of setting. Here we show you how to add some trees!
You can add more than trees to your terrain! In this video we show how you can paint down some boulders to add a little more life to your landscape!
A skybox is necessary if you want the skies of your level to seem vast and realistic. This video shows you how you can set one up!
For just a little more added realism (or perhaps a little more than we really need), we show you how to add the illusion of an actual sun complete with lens flare.
At some point, you're going to want to bring in objects from outside Unity. This video shows you some simple models generated in Maya that we'll be using in our levels.
Once your models and textures are compelte in your 3D app, you need to be able to transfer them to Unity. In this video, we use the FBX format to handle this from Maya.
By default, a mesh object in Unity has no way to inform the physics engine about collisions. In this video, we show how to set up appropriate collision objects for our new models.
Since we'd like a spring or pool in our level, we're going to need some water. Please note that while we are using the Pro Only water in this video, there's no reason why you can't use the standard water.
To make our scene have a bit more life, we now demonstrate how we can create a particle effect that looks like a falling snow flurries.
To give a sense of atmosphere to our level, our next step is going to be to set up a very faint fog, as well as increasing the ambient light of the level.
In order to make our water look a little more like a hot spring, we now create a particle system that simulates steam rising from the surface.
For our camp fire effect, we are going to use a fire prefab that is included with Unity, showing you how it is set up and how it can be placed in your scenes.
No camp fire is complete without that tell-tale crackle, and in this video we show how to get a fire sound effect set up for the fire. Please note that the particular effect was downloaded, and is not ours to share.
Since we want the level to feel cold and blustery, we now add in a general wind effect that will be present throughout our level, rather than at a localized position.
By setting up a wind zone, we can deform the trees to give the impression that they're being blown around in the wind. See how this is done in this video!
This video takes a quick look at lightmapping, which allows us to store our lighting information into textures, rather than having to rely on more expensive real-time lighting, while giving us a more realistic end result.
Once our settings are in place, we can build out our lighting result and see it in-game. Here we take a look at our lightmap and wrap up our level.