(If at any point in this tutorial you get stuck or need clarification, tweet me and I’ll be glad to help you out.) I will not be showing you the process in a gif like I have for the Unity portions but hopefully you’ll still be able to follow along. Now we’ve got Unity handling the lighting for us.įor the code portions of this tutorial I’ll be using code snippets to demonstrate certain concepts and then modifying these as we go along. (You could also use the Window > Rendering > Lighting Settings path at the top of the Unity Editor.) Once we’ve got the Lighting Settings window opened navigate to the bottom of the window where you should see a checkbox titled Auto Generate. If you click on that line of text, you’ll open up the lighting window. On the bottom right of you Unity Editor you should see the words “Auto Generate Lighting Off”. This will give us some great lighting in our scene while we build our game. We’re not going to focus on that in this episode but before we go on with our Player scripting let’s take advantage of one of the awesome features that Unity has to offer and enable the Automatic Lighting feature. Unity has some really great features and not only do we get to import our own characters into the game but we also have to control the lighting in the scene to create the look and feel that we’d like to have. You can also head to the top of the Unity editor window and use the File > Save path as shown below. Hit CTRL + S to save or CMD + S, if you’re on a Mac. *** In the last Episode I forgot to mention this but it is very important that you save your progress every few minutes just to make sure that you don’t end up losing any work if your PC crashes or you lose power. The scene that we’re currently working in will be used to test and develop all of those mechanics and all we really need right now is that one plane. What gives?įor this course we’ll be creating our platformer game from scratch and many of the really awesome mechanics like jumping, running, collecting objects or rewards and getting hurt will have to be built and tested before we can really turn it into a fully fledged game. Great! Now before we start on the character control, we’ve got a piece of ground but we haven’t added any other pieces to our level. (However, here’s a link to the Unity documentation I encourage you to check it out if you’d like to learn a bit more about the statements that I’ve used.) I’ll be trying to keep it as friendly as possible and I’ll explain as we go along. Now, if you haven’t used C# before, don’t worry too much about it. In this instalment we’ll be focused on giving our player the ability to control the character that we’re importing to our scene and with that we’ll be diving into C#. In the last episode, we created our project, imported our assets and created our first object and material.
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