Wednesday 9 October 2019

Unity Tutorial 2


Week 4: Unity Tutorial 2


In this week's tutorial, I learned about a few thing that adds on top of the tutorials from last week and a small, simple debug feature called raycast.

The first lesson was allowing the gem to disappear when the FPS controller touches it and trigger an "ding" sound effect. This a staple in many games and will often feel off when not applied to picking up objects. The collision mesh of the gem had to change to a smaller normal box model so the player can easily walk through the gem and trigger the events.

Second was some graphical add-ons. Adding water to the terrain, using a different stone texture and making walls with the cube model. Nothing too special, just some extra features to make the game look better.

Just a wall to keep the player in.
It didn't work.
It never works.


The second lesson was more or less about adding a few functions, a cursor in the player view and raycasting. 

Cursors are important because they show players exactly where they're looking at using a single point on their screen to use as reference. There are rarely any games which doesn't use a cursor of some kind.

The next one is a script for raycasting. Raycasting is a tool that's attached to the player model which can track the distance of the player from the object/terrain that the player is currently looking at. This  is just one of the debug functions that many games would've used during development.


This is it for this week's tutorial blog.

Have a nice day!



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