Unity 3D Platform Tutorial
Unity 3D Platform Tutorial
Unity 3D Platform Tutorial
Contents
1. Introduction
What you will learn
What you should already know
Project Organization
Files
Typographical Conventions
Unity Conventions
Projects
GameObjects, Components, Assets & Prefabs
GameObjects
Components
Assets
Prefabs
Acknowledgments
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2. First Steps
Animating Lerpz
The Plot
Introducing Lerpz
The Character Controller & the Third Person Controller script
Animating Lerpz
Character Animation
Animation blending
The Third Person Player Animation script
Gizmos
The Jet-Pack
Adding the Particle Systems
Adding the Light
Blob Shadows
Adding a Blob Shadow
Creating a new Layer
Scripting Concepts
Organization & Structure
Death & Rebirth
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4. The GUI
The User Interface
Unity 2's new GUI system
Further Information
The In-game HUD
The GUI Skin object
The Start Menu
Setting the Scene
The Backdrop.
The Buttons.
Game Over
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5. Adversaries
Antagonists & Conflict
The Laser Traps
Implementing the Laser Traps
The Laser Trap Script
Overview
The Robot Guards
Divide & Conquer
Spawning & Optimization
How it works.
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The Player
The Robot Guards
Cut Scenes
Unlocking the impound fence
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7. Optimizing
Why Optimize?
Optimizing Rendering: Monitoring Frames Per Second
Making sense of the Stats display
Optimizing Rendering: The Two-Camera System
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9. Script Appendix
StartMenuGUI script
GameOverGUI
GameOverScript
ThirdPersonStatus
LevelStatus
HandleSpaceshipCollision
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Introduction
Unity is a powerful tool for game
development, suitable for many
game genres, from first-person
shooters to puzzle games.
With its myriad features, including height-mapped terrains, native networking sup-
port, complete physics integration and scripting, Unity can be daunting for newcom-
ers, but mastering its many tools is infinitely rewarding.
This tutorial will walk you through the process of building a complete 3D platform
game level with a third-person perspective view. This includes everything from player
controls, collision detection, some advanced scripting, blob shadows, basic AI, adding
a game HUD, cut-scenes and audio spot effects.
Lighting
Particle systems
Blob shadows
Scripting (AI, state machines, player controls)
This tutorial will show how these features can be used together to create a game.
Project Organization
Unity does not attempt to force a particular way of organizing your project's assets.
You may prefer organizing your assets by asset type, with separate folders for, say,
"Textures", "Models", "Sound effects" and so on. At Unity Technologies, we have
found this works well for smaller projects. For more complex projects, our users gen-
erally recommend organizing assets by function, perhaps grouping them under folders
such as "Player", "Enemies", "Props", "Scenery", and so on.
This tutorials project was worked on by a number of team members and grew organi-
cally to reflect their different conventions and styles. In the interests of authenticity,
we have decided to leave the project's organization as it was as this is more represen-
tative of a 'smaller' project's organization and structure.
Abstract GameObjects & Components
Unity's design places each scene's assets at the center of the development process. This
makes for a very visual approach to game development, with most of the work involv-
ing dragging and dropping. This is ideal for the bulk of level design work, but not all
assets can be displayed in this way. Some assets are abstract rather than visual objects,
so they are either represented by abstract icons and wireframe gizmos -- e.g. Audio
Sources and Lights -- or are not displayed at all within the Scene View. Scripts fall into
this latter category.
Scripts define how assets and GameObjects in a Unity Scene interact with each other
and this interactivity is at the core of all games. For this reason, it is usually a good
plan to keep informative notes inside your scripts.
This tutorial will assume you can read the provided scripts and understand the many
comments liberally sprinkled throughout them. However, when a particular scripting
technique or concept is important, we will cover it in detail.
The scripts are documented through the use of extensive comments and have also
been designed to be as self-explanatory as possible in their design. We encourage you
to read through the scripts as we introduce them in this tutorial, studying their work-
ings. Feel free to experiment!
Files
The most up-to-date files for this project can be downloaded from:
http://unity3d.com/support/resources/files/3DPlatformTutorialStart.zip
The Scenes folder contains the starting point scene named TheGame for this tuto-
rial that includes the level geometry, a camera set-up, lights, the spaceship, and the
main collectibles of the game.
This tutorial assumes you already know basic Unity controls, such as positioning ob-
jects in a scene, so the first starting point Scene already has the basic scenery and some
props in place.
Typographical Conventions
This is a long tutorial containing a lot of information. To make it easier to follow,
some simple conventions are used:
NOTE The scripts included in the tutorial include plenty of comments and are de-
signed to be easy to follow. These comments are usually omitted in the code
fragments in the tutorial text to save space.
Actions you need to perform within Unity are shown like this:
Click on this;
Then this;
Then click Play.
Script names, assets, menu items or Inspector Properties are shown in boldface text.
Conversely, a monospace font is used for script functions and event names, such as
the Update() function in the script example above.
Unity Conventions
Unity is a unique development system. Most developers will be used to working in a
code editor, spending 90% of their time editing code and even writing code to load
up and use assets. Unity is different: It is asset-centric rather than code-centric, placing
the focus on the assets in much the same way as a 3D modeling application. For this
reason, it is worth understanding the key conventions and terminology unique to
Unity development:
Projects
A game built in Unity will consist of a Project. This contains all your projects elements,
such as models, scripts, levels, menus, etc. Usually, a single Project file will contain all
the elements for your game. When you start Unity 2, the first thing it does is open a
Project file. (If you have only just installed it, this will be the Project file containing the
Island Demo.)
Scenes
Each Project contains one or more documents called Scenes. A single Scene will con-
tain a single game level, but major user-interface elements, such as game menus,
game-over sequences or major cut-scenes may also live in their own Scene files. Com-
plex games may even use entire Scenes just for initialization purposes. Thus all levels
in a game will most likely be Scenes, but not every Scene will necessarily be a game
level.
GameObjects
A GameObject is the fundamental building block in Unity. A GameObject is a con-
tainer for different pieces of functionality called Components. A GameObject almost
always contains more than one Component. All GameObjects contain a Transform
Component, which defines its position and orientation.
GameObject Hierarchies
The real power of the GameObject is its ability to contain other GameObjects, acting
much like a folder in OS Xs Finder. This allows hierarchical organization of GameOb-
jects, so a complex model or a complete lighting rig can be defined under a single
parent GameObject. (In fact, most models will appear in Unity as a hierarchy of
GameObjects because this reflects how they are defined in the modeling package.) A
GameObject defined inside another GameObject is considered a child GameObject.
Components
Components are the building blocks of GameObjects. Without them, the GameObject
wont do anything interesting.
A Component may represent visible entities, such as meshes, materials, terrain data or
a particle system. Other Component types are more abstract, such as Cameras and
Lights, which do not have a physical model representing them; instead, you will see an
icon and some wire-frame guidelines illustrating their key settings.
A Component is always attached to a GameObject; it cannot live alone. Multiple Com-
ponents can be attached to the same GameObject. GameObjects can support multiple
Components of certain typesa GameObject can contain any number of scripts, for
example. But others, such as those used to define particle systems, are exclusive and
can only appear once in any single GameObject. For example, if you want to define
multiple particle systems, you would normally use a hierarchy of GameObjects, each
containing its own set of particle system Components.
Assets
All your imported Assets appear in the Project Pane and they can be almost anything:
a simple material or texture, audio files, or even a complete, prefabricated GameOb-
ject (known as a Prefab).
For example, a player character Prefab could be defined as a single Asset, containing
the model and its associated animations. It could also contain script Components,
audio clips and any other Components it needs to function, so you could simply drag it
into a Scene and instantly have a fully operational avatar.
Your projects Assets are shown in the Project Pane. When you drop one into your
Scene, it appears in the Hierarchy Pane, which defines the content of the Scene. (A
Scene is the equivalent of the stage in a theater. It can be a level, a menu, a multi-
player game lobby -- whatever you wish.) The Project Pane is retained across all Scenes
in your Project.
Prefabs
A Prefab is an Asset which has been defined as a template. It is to Unity what a tem-
plate document is to a word processing application. When you place a Prefab into
your Scene, Unity places a link to the Prefab into the Hierarchy Pane, not a complete
copy. This is called instantiation. Each link you make is referred to as an instance of
the Prefab.
If you click on a Prefab in your Project Pane and tweak its settings, you will find that
those changes are instantly reflected in all the instances in your Scene. This makes Pre-
fabs ideal for many re-usable elements, such as bullets, enemies and so on. If you find
your enemy isnt behaving correctly, you only need to adjust the script or settings in
the original Prefab instead of editing each one in the Scene individually.
However, if you need to adjust a couple of settings in a specific instance of a Prefab,
you may do this too: these changes will only affect that particular instance.
Prefabs are displayed in blue text in both the Project and Hierarchy Pane.
NOTE A Prefab instance cannot have additional Components added to it as doing so
will break the link to the original Prefab. Unity will warn you if you try and do
this. Unity will, however, allow you to update the original Prefab with such
changes after the link is broken.
Acknowledgments
This tutorial could not have been produced without the following people:
David Helgason, Joachim Ante, Tom Higgins, Sam Kalman, Keli Hlodversson, Nicholas
Francis, Aras Pranckeviius, Forest Johnson and, of course, Ethan Vosburgh who pro-
duced the beautiful assets for this tutorial.
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First Steps
Every platform game has its star
character who the player controls.
Our star is Lerpz.
Animating Lerpz
In this chapter we will look at:
Implementing third-person player and camera controls
Controlling and blending animations
Using particle systems to implement the jet-packs thrusters
Adding a blob-shadow to the player
Maintaining the players state
Handling player health, death and re-birth.
Before we can begin, we need to know what this game is all about. In short, we
need...
The Plot
Our hero is Lerpz: an alien visiting Robot World Version 2. This replaced Robot World
Version 1, which suffered a particularly brutal segmentation fault and abruptly
crashed into its sun many years ago.
Unfortunately, Lerpz has had some bad luck: his spaceship has been impounded by the
corrupt local police. After looking high and low, Lerpz has found his spaceship, but
how can he get it back from Mr. Bigs nastier, obsessive-compulsive cousin, Mr. Even
Bigger?
Mr. Bigger loves nothing more than artistically arranging fuel canisters on his floating
patio. He particularly admires how they glow when he places them on hover pads.
(And, of course, theyre cheaper than fitting normal garden lights.)
But theres something Mr. Bigger hasnt realized! Thanks to his penny-pinching ways,
Lerpz knows that if he collects all the fuel canisters, the power used to keep them
hovering will overload the security system. This will shut down the impound lots
fence and free Lerpzs spaceship. Lerpz can then enter his spaceship, add the fuel from
the cans and fly away to freedom.
All our hero has to do is collect enough fuel canisters and the impounds force field
will automatically shut down. Lerpz can then get back into his space car and drive it
away. Mr. Biggers hired robot guards will try to stop Lerpz, but luckily, theyre not
particularly bright.
Now that thats out of the way, we can start fleshing out our hero.
Introducing Lerpz
Open the project up and view the Scenes->TheGame Scene.
Our first step is to add Lerpz to our Scene:
Open the Objects folder in the Project Pane;
Drag the Lerpz Prefab into either the Scene View or the Hierarchy View;
Click on the new Lerpz entry in the Hierarchy and rename it to Player;
Keep the Player object selected, move the mouse over the Scene View and tap
the F (focus) key to center the view on the Lerpz model.
Move Lerpz onto the raised platform with the Jump Pad (the niche with the yel-
low chevrons), near the Jail. (See the screenshot on the next page.)
If you click Play now, you should see Lerpz standing in the courtyard outside the jail.
At this stage, Lerpz cannot be moved and the camera also needs to be linked to our
player's character.
Click the Play button again to stop the game.
We need to get Lerpz moving, but first, we need to step back a moment and take a
look at our camera.
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The project supplied with this tutorial includes a few different camera scripts, but for
the purposes of this tutorial, we'll use SpringFollowCamera. You'll find it in the Pro-
ject Pane inside the Camera sub-folder of the Scripts folder.
Drag the SpringFollowCamera script from the Project Pane onto the NearCam-
era object in the Hierarchy Pane.
Click Play.
You will get an error message. This appears just to the right of the Play, Pause and
Step buttons at the bottom of Unitys window.
Bring up the Debug Console (Shift+Cmd+C / Shift+Ctrl+C on PC), if it is not al-
ready visible.
This displays any warnings, errors and other debugging information from your game.
You will probably see a lot of copies of the error message repeated in the log. High-
light one and the pane below the log will show a bit more information about this er-
ror message, as shown in image 3.1.
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TIP
Whenever possible, the Debug Log window will show a line linking to the of-
fending GameObject in the Hierarchy, (or to the Project Pane if the fault is in a
Prefab or Script). You can see this line in the screenshot above.
The UnassignedReferenceException error type is one you will likely see very
frequently if youre new to Unity. It sounds scary, but all it means is that a script vari-
able has not been set. The Debug Log explains this too, so lets do as it suggests:
Click on the NearCamera object in the Hierarchy Pane and look at the Spring
Follow Camera (Script) Components properties.
The Target property is set to None (Transform). This defines the target object we want
the camera to point at, so lets set it:
Stop the game if you havent done so already.
If its not already selected, click on the NearCamera object in the Hierarchy Pane.
Drag our Player GameObject from the Hierarchy Pane onto the Target setting to
set it.
If you click Play now, the camera still won't work. You will see a errors relating to the
SpringFollowCamera script. It needs the target to have a ThirdPersonController script
attached to it. This is because a third-person camera is closely tied to the player con-
trols: it needs to know what the player is doing so that it can react accordingly.
The final settings should look as shown in the image below:
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Experiment with the numbers if you don't like the way the camera works; this is a sub-
jective judgement and there is no single correct setting for something like this.
This is the first in a series of dependencies that we need to deal with.
Complete the connection between the camera and the player by dragging the
ThirdPersonController script from the Scripts->Player folder in the Project Pane
onto our Player GameObject (in the Hierarchy Pane). (This will break the Prefab
connection.)
The Third Person Controller script also has its own requirements and dependencies.
The most important of these is the Character Controller component. Luckily, the script
already tells Unity about this, so Unity will add this component for us.
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objects to work. The result is that your assets are tied to each other with myriad vir-
tual bits of string -- scripts -- tying them all together to make a game.
Defining all these dependencies is a key element of game design.
We now need to add a tag to our Player GameObject. This is so that scripts can find
our Player in the Scene by simply telling Unity to find the GameObject with said tag.
With our Player object displayed in the Inspector, open the Tag drop-down
menu and choose the Player tag, as shown below.
NOTE The Tags listed in the menu shown above are provided by Unity by default.
Well learn how to create our own Tags and Layers later.
The Tag will be used later, so lets return to the Character Controller and our script.
Select the Player object and look in the Inspector. It should look similar to this:
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Our next step is to adjust the Character Controller. At the moment, the Capsule Col-
lider it uses is located too far down in the Y axis, so Lerpz stands on thin air. (You can
see the Collider's position in the Scene View: it's the long blue cylindrical wireframe
shape.) We need to change the Center Y value.
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Position the Capsule Collider as shown in the screenshot above. (A little experi-
mentation suggests setting the Character Controllers Center Y to 1.03 will align
its lower end perfectly with Lerpz's feet.)
If you click Play now, Lerpz should now move around when you use the control keys
with his feet firmly on the ground.
Animating Lerpz
At this point, Lerpz is just gliding across the scenery. This is because the Character Con-
troller doesn't handle animation. It doesn't know anything about our player's model
or which animation sequences apply to each movement. We need to connect Lerpz to
his animation sequences and this is done with the ThirdPersonPlayerAnimation script.
Use the Component menu to add the ThirdPersonPlayerAnimation script to the
Player game object.
If you click Play now, you'll see Lerpz animating correctly.
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So whats going on here? What does this script do? The answer lies in how Unity han-
dles character animation data.
Character Animation
Character animation sequences are created within a modeling package, like 3D Studio
Max, Maya, Blender or Cheetah3D,. On importing into Unity, these sequences are
automatically extracted and stored in an Animation component.
These animation sequences are defined on a virtual skeleton, which is used to animate
the basic model. These skeletons define how the model's mesh -- the important data
defining the visible surfaces of the model itself -- is modified and transformed by the
engine to produce the required animation.
The mesh component of such models is commonly referred to as a skinned mesh. The
virtual skeleton provides the bones beneath the mesh and define how it animates.
Animation blending
Character animations are usually blended together to provide the necessary flexibility
for a game. For instance, an animated walk cycle could be blended with a series of
speech animations, the result being a character that is walking and talking at the
same time.
Blending is also used to produce smooth transitions between animations, such as the
transition between a walk cycle and a punch sequence.
We need to use a script to tell Unity when we need to switch animations, when ani-
mation blending is needed and how it should be done. This is where scripting comes
in.
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Run -- A running animation. (Hold the Shift key while playing to run.)
Punch -- Played when attacking an enemy robot guard.
Jump -- Played when Lerpz leaps into the air.
Jump fall -- Played when Lerpz's leap reaches its apex and he starts to fall.
Idle -- A loop played when Lerpz is idle.
Wall jump -- A backflip animation played when Lerpz jumps off a wall.
Jet-pack Jump -- Played when Lerpz's jet-pack is slowing his fall.
Ledge fall -- Played when Lerpz steps off the edge of a platform.
Buttstomp -- Played when Lerpz has been struck by a robot guard.
Jump land -- Played when Lerpz lands after a jump or fall.
The model and animations for Lerpz were created using Maya and imported into
Unity. For more information about importing meshes and animations, please refer to
the Unity Manual.
Most of these animations are dealt with by the ThirdPersonPlayerAnimation script,
which checks the controls the player is using and reacts accordingly. Some animations
are layered over others while others are simply queued up one after another. The
script is mostly a set of message responder functions. The relevant messages are fired
off by the ThirdPersonController script, which reads the input devices and updates the
characters state accordingly.
Lerpz's attacking move -- his punch -- is dealt with in a separate script, ThirdPerson-
CharacterAttack. (Well add this script later.) This may seem an arbitrary split, but it is
not: most of the basic movements -- walking, running, jumping, etc. -- are pretty simi-
lar no matter what your player's character looks like. However, attacking and defen-
sive moves tend to be much more varied. In some platform games, the player charac-
ter might have a gun; in another, he might perform a martial arts move.
In this tutorial, Lerpz is a master of the popular Western martial art known as Fisti-
cuffs, a name which translates to "hitting your opponent very hard with your fist".
The animation is a simple punching animation.
Gizmos
ThirdPersonCharacterAttack also includes a useful testing feature: a gizmo which
draws a sphere to represent the area affected by Lerpz's punching action. Gizmos are
drawn inside one of two Gizmo-drawing message handling functions. In this example,
the gizmo -- wireframe yellow sphere drawn at the punch position and displaying its
area of effect -- is drawn in response to the OnDrawGizmosSelected() function.
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This function must be static and will be called by the Unity Editor itself. An alternative
is OnDrawGizmos(), which is called by the Unity Editor every update cycle, regard-
less of whether the parent GameObject has been selected.
The Jet-Pack
At this point, our character is running and jumping around, but his jet-pack is not yet
working. Lerpz uses the jet-pack to slow his rate of descent. The movement is already
in place, but the jet-pack's jets don't animate at all. To make the jets work, we will
need to add two Particle Systems and a Point Light component. The particle systems
will produce a flame-like effect, while the point light will give the illusion of the
flames acting as a source of illumination.
TIP
Ideally we would have a point light source for each jet, but the jet exhausts
are close enough to each other that we can get away with just the one. As
lights are computationally expensive, this is a handy optimization.
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These settings result in a narrow stream of particles which we will use to simulate a jet
of flame.
TIP
If the particles are not moving directly downwards, use Unity's rotation tools
to rotate our object until the jet is moving in line with the jet-pack's exhaust.
When we're done, the particle system will be attached to the Player's "torso"
child object in its hierarchy. This will cause the jet to follow the player's
movements. At this point however, we're primarily interested in getting it to
look right, so don't worry too much about accurate placement.
The Min Size and Max Size settings define the size range of the particles. The Min En-
ergy and Max Energy settings define the minimum and maximum lifespan of the par-
ticles. Our particles will live for only a short time -- 0.2 seconds in this case -- before
fading away.
We set the quantity of particles to emit to 50. The Min Emission and Max Emission
range defines how many particles we want on screen at any one time, and how vari-
able this emission should be. We have chosen to set the minimum and maximum
range to similar values or it'll look like the jet is sputtering rather than blasting away
smoothly. The result should be a smooth flow of particles.
NOTE We've disabled "Simulate in Worldspace" here. This helps give the impression
that we have a hot, fast jet of gas rather than a much slower flame, even
though the particles aren't moving all that quickly. By making the jet ignore
Lerpz's twists and turns, it looks similar to the hot, steady flame from a blow-
torch.
Now, set the Particle Animator Components settings as shown:
Color
Red
Green
Blue Opacity
Animation(0)
254
255
219
100
Animation(1)
254
255
116
29
Animation(2)
255
92
13
Animation(3)
105
63
50
10
Animation(4)
13
15
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Particle Animator settings. The values in the chart define the Color Animation entries. Dont forget to adjust
the other settings too!
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The Particle Animator will animate the particle colors as they age. The particles will
start off white, darkening through yellow and orange as our virtual jet cools. Since
we're going to be rendering a texture into each particle, the Particle Animator will be
used to tint this particle, so the color animation will be subtle, but hopefully effective.
The color picker dialog which appears when you click on a color also offers an Opac-
ity slider. The table shown with the color settings also include this as, by reducing
opacity through the animation cycle, the particle 'flames' will appear to fade away as
they cool.
NOTE The Opacity setting modifies the Alpha channel of the particle, defining how
transparent it is. The particle material we use already includes alpha channel
information, which is then modified further by the Opacity setting.
Next is the Particle Renderer. This Component draws each particle, so it needs to be
told how the particles will appear. It also defines the material to use to render each
particle. We want a flame-like jet effect, so we shall use the fire add material, which
can be found in: Particles->Sources->Materials->fire add
TIP
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The Stretch Particles setting tells Unity whether the particles should be rendered
stretched if they are moving at high speed. We want the particles to stretch a little
according to their velocity. This adds a subtle visual cue and makes the small, round
shapes we're using for this jet blend more into each other.
NOTE The Cast Shadows and Receive Shadows settings have no effect unless you use
a custom shader. This is an advanced topic beyond the scope of this tutorial.
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Name this "Jet Light" and position it between the two modeled jets on Lerpz's
jet pack. (Well come back to our Jet particle system shortly.) This light will cre-
ate an illusion that the jets are emitting light.
For this effect to work, we need a bright point light with a high intensity.
Select the Light and adjust settings as shown:
Color
Color
Red
Green
255
206
Blue Opacity
155
100
Why no shadows?
Shadows are computationally expensive for most hardware. It makes sense to avoid
calculating them if we can avoid it, and this is one area where we can get away with
it. The jets aren't very big, so they only need to light up Lerpz's back. The point light
will also be reflected in nearby scenery, but it won't be bright enough to make the
lack of shadows noticeable.
The next step is to update the Player GameObject to include our jet and light objects.
To do this, well first add our Jet to the Project Pane as a Prefab:
In the Project Pane, select the (empty) Player folder, then click Create...
From the drop-down menu, choose Prefab. This will create an empty Prefab ob-
ject inside .
Rename the empty Prefab to Jet.
Drag our shiny new Jet object from the Hierarchy Pane onto our new Prefab.
The Jets name in the Hierarchy Pane should turn blue to show that its now linked to
a Prefab. Were going to use two instances of our Jet Prefab for Lerpzs jet pack. Using
a Prefab means we can tweak both the jets by simply editing the original Prefab.
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Delete our original Jet object from the Hierarchy Pane. (But leave our Jet Light
where it is!)
Now we add the jet (twice) and the light (once) to our Player:
Go to the Player object in the Hierarchy,
Open it up until you find the torso child object.
Drag the Jet Prefab object onto this object twice. This will create two Jet in-
stances.
Rename the two Jet instances Jet L and Jet R,
Drop the Jet Light onto the same torso object.
You should now have an object hierarchy that looks something like this:
Jet-pack Hierarchy.
Use Unity's manipulation tools to position each Jet Prefab under its respective
jet outlet in Lerpz's model. You may need to rotate them, so that the particles
are going in the right direction.
Move the Jet Light to a point between the two Jet Prefabs.
When you've achieved this, Lerpz should now have two flaming jets gushing from his
jet-pack as he moves around. We're almost done!
The final step is to make Jet Prefabs and Jet Light objects activate only when he's
jumping. This is achieved through scripting.
Look for the JetPackParticleController script in Scripts->Player and drag this onto
the top-most "Player" object in the Hierarchy Pane. This adds the script to our
player character.
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You should now find that the jet-pack works as expected. The script controls the two
particle systems and the light, synchronizing them with Lerpzs movements and trig-
gering all three elements together whenever the player presses the jump button to
jump or to slow his descent.
Blob Shadows
Lerpz must be easy to identify at all times, so that players wont lose track of their
avatars when the game gets visually busy. Most of this work is up to the artists and
the games designer, but there are some elements which have to be handled by Unity
itself.
One of the most important of these is shadowing and lighting. To aid performance,
the effects of lighting are often pre-rendered into the textures by the artist using a
modeling package -- a technique known as baking. This technique only works well
on static objects, such as sets and fixed props. (We have deliberately avoided this
technique for this tutorials assets.) A character walking under a streetlight needs to
react to that light in real time. The road beneath the character can have the lighting
baked in, but the character cannot use this trick and also needs to react to the lights.
The solution is to position dynamic lights where they need to be -- if you use baked
textures, remember to add a light wherever one is implied by the baked lighting -- but
make the lights only affect moving objects. Lights have already been placed in the
scene for you.
This leaves one final element: shadows.
29
In a 3D platform game, the shadow plays a key role in telling us where the character
will land if he is jumping or falling. This means Lerpz should have a good, visible
shadow, which is not the case at the moment.
Shadows can be produced using lights, with the shadow computed and rendered in
real time by the graphics engine. However, such shadows are expensive in terms of
processing power. In addition, not all graphics cards can compute shadows quickly or
effectively; older cards may not be able to do so at all.
For this reason, we will use a Blob Shadow for Lerpz.
Next, you will need to modify the blob shadow projectors Position and Rotation data
so that it is directly above our character and pointing directly down at the ground.
Select the 4-Split layout.
30
Set the blob shadow projectors Rotation values to 90, 180 and 0 respectively.
Now use the side and top views to move the projector directly over Lerpz head.
You might want to move it up or down a little until youre happy with the
shadows size.
31
Now click back on the Player object in the Hierarchy Pane to bring up the usual
Inspector settings.
Click on the Layer drop-down and set it to the new layer name, noShadow.
Unity asks if you wish to apply this to all child GameObjects: click Change Chil-
dren Layers.
Next we need to tell the Blob Shadow Projector not to project onto objects in this
Layer.
Bring up the blob shadows properties in the Inspector and look at the Ignore
Layers entry in the Projector Component.
Use the drop-down menu to the right to select the noShadow Layer (which
should apply to children as well), as shown:
If you now play the game and move around you should see the shadow behaving
pretty much as expected.... except if you jump around near the collectable fuel cells. If
you try this, you will see the item showing the blob shadow too.
We want collectable items to stand out at all times, it makes sense to tell the Blob
Shadow Projector to avoid these too.
Well be looking at these collectables in much more detail in the next chapter, but
lets fix this problem now while were here.
First, stop the game.
Now go to the Project Pane and locate the FuelCellPrefab and HealthLifePick-
UpPrefab objects. Youll find them inside the Props folder.
Select the root object of each Prefab and set its Layer to noShadow, as shown
below:
32
NOTE When making a change to a parent object, Unity will often ask if the change
should also be applied to that object's children. Doing so can be dangerous if
you haven't thought through all the ramifications.
In this case, we want all the child objects of the "FuelCellPrefab and Health-
LifePickUpPrefab GameObjects to be in the same "noShadow" layer, so when
Unity asks, agree to propagate the changes.
Scripting Concepts
History is littered with surprisingly complex machines -- known as automata -- built by
our ancestors for the purposes of entertainment. Some were very elaborate and could
even perform simple plays using puppets. Others were interactive and changed their
behavior according to user input. These machines were fundamentally the same: the
designer created assets -- puppets, props, painted backdrops, etc. -- and then designed
machinery to make those assets behave as they desired.
The basic principle has remained unchanged over the years. Computers have merely
turned physical machinery, built of steel and springs, into virtual machinery controlled
by lists of instructions. Unity refers to such lists of instructions as scripts.
Most scripts are centered on a concept popular in game development: the Finite State
Machine. A Finite State Machine essentially defines a system of interacting conditions,
known as states.
A state can be almost anything, such as whether an object should be rendered at all,
whether it should be subject to the laws of physics, be lit or cast a shadow, whether it
can bounce, its position on a display, and so on. The Inspector Pane lets us change
many such states directly because these states are common to almost all games.
However, there is another type of state which is specific to the game itself. Unity does
not know that the player's avatar is an alien, how much damage Lerpz can take or
that Lerpz has a jet-pack. How can Unity be aware of the robot guards' required be-
havior or how they should interact with Lerpz?
This is where scripts come in. We use scripts to add the interaction and state manage-
ment specific to our game.
Our game will need to keep track of a number of states. These include:
The players health;
33
34
NOTE As you get more experience with Unity, you will find other ways to handle
states that may be better suited to your own games. The design pattern used
in this tutorial should not be considered a one size fits all solution!
35
If you wish, you can turn our Player GameObject into a Prefab containing all our
changes, so you can reuse it in other projects as a starting point:
Click on the Player folder in the Project Pane.
Create a new Prefab. (Itll appear inside the Player folder.)
Give the new Prefab an appropriate name -- I suggest LerpzPrefab.
Drag our Player GameObject onto LerpzPrefab to compete the process.
36
37
the first time. It can also be called in the Editor by clicking on the cog-wheel icon to
the right of any Components name in the Inspector:
The @Script directive, which also adds the script directly to Unitys Component
menu. This is a convenience and saves having to hunt for it inside the Project Pane --
useful if you have a complex project with lots of assets.
If we try to play the game at this point, Unity will complain because it doesnt know
where to make Lerpz reappear. This is where respawn points come in...
Respawn Points
When the player dies, we need somewhere safe for him to re-appear. In this tutorial,
Lerpz will reappear at one of three respawn points. When Lerpz touches one of these
points, it will become active and this will be where he reappears if he dies.
The respawn points are instances of the RespawnPrefab prefab object. (You'll find it
in the Project Pane's Props folder.)
This prefab is a model of a teleport base, coupled with three complete particle sys-
tems, a spotlight and some other odds and ends. Here's the basic structure:
38
RSBase contains the model itself: a short cylindrical base with a glowing blue disc in
the center.
RSSpotlight is a spotlight object which shines a subtle blue light up from the surface
of the model, giving the illusion that the blue texture is glowing.
The remaining game objects are particle systems. The Respawn script attached to the
parent RespawnPrefab object switches between these particle systems depending on
the prefab's state:
If the respawn point is inactive, a small, subtle particle effect is shown looking like a
bright blue mist. This is contained in RsParticlesInactive.
If the respawn point is active, a larger, more ostentatious effect is shown. This is
contained in RsParticlesActive.
Only one respawn point can be active on the level at any one time. When the player
touches the respawn point, a collider object (set as a trigger) detects this and trig-
gers activation of the respawn point.
The remaining three particle systems -- RSParticlesRepawn1, RSParticlesRepawn2
and RSParticlesRepawn3 -- are enabled together when the player is respawned at
the respawn point. These are one-shot particle systems. The script lets these play,
then restores the RsParticlesActive particle system once this one-shot sequence is
completed.
The prefab contains a script, Respawn, which controls the state of the respawn point.
However, in order for the game to know which specific respawn point the player
needs to be returned to when he dies, we need to arrange the respawn points in a
hierarchy under a master controller script. Lets do this now:
Drag the RespawnPrefab into the Scene View.
Position it as shown in the image on the next page.
Rename this instance Respawn1.
Repeat the above steps twice more. You can place these wherever you like --
add more if you wish! I suggest putting one near the arena at the far end of the
level, and another near the trees in the garden above the platforms.
The next step is to create a container GameObject.
Rename this RespawnPoints
Make all the respawn prefab instances children of RespawnPoints.
39
Positioning the first respawn point. (Lerpz has been moved out of the shot for clarity.)
How it works
When the Scene is loaded, Unity calls the Start() function in each instance of the
Respawn script, where some useful variables are initialized and pointers to other ele-
ments are cached.
The key mechanism is centered around this static variable:
40
When a respawn point is activated by the player triggering its collider, that point's
Respawn script first deactivates the old Respawn point and then sets currentRespawn
to point to itself. The SetActive() function takes care of firing off the relevant
particle systems and sound effects.
The respawning of the player character is handled by the ThirdPersonStatus script,
which manages most of the players game state.
Add the ThirdPersonStatus script to the Player GameObject. The script can be
found in: Scripts->Player->ThirdPersonStatus.
The respawn point scripts also handle sound effects. These are played as one-shot
samples, except for an Audio Source attached to each Respawn Prefab. This Compo-
nent contains the "active" sound, which is a loop. The script simply enables or disables
this sound as appropriate, either while playing a one-shot effect -- such as when the
player is actually respawning or activating the respawn point itself -- or when the res-
pawn has been deactivated.
NOTE Unity makes it almost too easy to add sound effects. Whenever you plan to
add such an asset, consider carefully how it will be used. For example, we
haven't included a "respawn deactivated" sound because you'd never hear the
sound being played; youre unlikely to position two respawn points within ear-
shot of each other. If you were to convert the project into a multiplayer game,
you might want to add such a sound and the necessary script code to handle it.
The script is not complex and you should find the script code easy enough to follow.
We will return to the respawn points in later chapters.
41
First Steps
In this section we will look at building the game world where the action takes place.
In movie terminology, this means building the set, placing the props and writing the
scripting that lets our hero interact with them.
Our first step is to prepare the stage. The tutorial file already has the basic level mesh
set up and populated with a number of collectable items. We will place a few more
props and elements, but most have been done for you as placing all of these props
would make for a very long, very boring tutorial.
Lighting
The level is already provided with an ambient light as well as myriad point lights.
These light up the scenery, the player, the enemies and, to a limited extent, the pick-
ups.
In this projects case, the lights were placed by the artist who modeled the level. Light-
ing plays such an important role in creating the ambience and sense of place that it is
usually best to leave this to the modeler who built the level.
42
Placing Props
The basic set is provided for you, along with a number of props already in place.
There are a large number of the fuel cell props and placing all of these would make
for a very dull tutorial. If you have read the previous tutorials, you will already know
how to do this anyway, so we will limit the placement to the "Health" pickups, the
jump-pads and respawn points, among others.
Health Pickups
We begin with a simple task: adding some collectable health pickups. These are spin-
ning, glowing hearts that add health to our player. The pickups are already defined as
Prefabs in the Project Pane. Look inside the "Props" folder and you will find the
HealthLifePickUpPrefab object ready to use.
Drag one onto the Scene View and use Unity's positioning tools to position it
somewhere on the level.
Repeat this process until you've placed about half a dozen of these around the
map.
43
Where they're located is up to you, though they shouldn't be too easy to find or get
to. Consider how the player might play the level and decide where the best places are
for such pickups. It is best not to be too generous or the game will be too easy.
Finally, we should group these pickups into a folder of some sort to avoid having them
clutter up the Hierarchy Pane. We can do this by creating an empty GameObject using
the GameObject->Create Empty menu item. Rename this new object to Health Pickups
and use it to group your health pickups, as shown:
At the moment, the force field trapping our heros spaceship doesnt animate: its just
a static mesh texture. The result is visually disappointing.
44
There are a number of ways to achieve a decent visual effect, but which to choose?
Sometimes a simple solution is the best: we will just animate the textures UV coordi-
nates to give it the effect of a rippling force field.
The animation will be done using a short script which can be found inside the Scripts-
>Misc folder in the Project Pane. It is named, FenceTextureOffset and looks like this:
The first line exposes a property we can edit directly in the Unity interface, Scroll
Speed. The FixedUpdate() function is called a set number of times per second by
Unity. We use a short formula -- multiply the Scroll Speed value by the current time --
to define a texture offset.
Pretty Properties
When Unitys Inspector displays properties and variables, their names are adjusted to
make them look nicer. Usually, this just means looking for the capital letters in the
name and inserting a space before each one. In addition, Unity capitalizes the first let-
ter of the name. Thus scrollSpeed is displayed as Scroll Speed.
When a texture is rendered, the texture itself is usually just an image. The mainTex-
tureOffset property of a material tells Unity that it is to draw the textures image off-
set within its UV space. This can be used to produce some very effective results with-
out resorting to complex animation sequences.
Expand the levelGeometry GameObject to reveal the different elements of the level
data. We need to animate the fence on the impoundFence object, so drop the fence-
TextureOffset script onto this.
45
A Collider Component,
Script code to handle the Collider and update player health, etc.
The collectible items in the Hierarchy Pane are all Prefab instances, which are dis-
played in blue. By editing the original Prefabs directly, we will automatically update
all the items in the game.
The two prefabs our hero can collect are FuelCellPrefab and HealthPickUpPrefab.
These can be found inside the Props folder in the Project Pane.
Select the root HealthPickUpPrefab object.
Use Component->Physics-> Add Sphere Collider to add a sphere collider to the
Prefab. You should see it appear in the Inspector.
Finally, Set the Is Trigger checkbox.
NOTE An ObjectRotater script is already attached to the Prefab. This just makes the
pickup spin on the spot and is very simple. Well see a more complex example
of scripted animation in a later chapter.
46
Colliders have two uses: we can hit them with something else, or we can use them as
Triggers.
Triggers
Triggers are invisible Components which, as their name implies, trigger an event. In
Unity, a Trigger is simply a Collider with its Is Trigger property set. This means when
something collides with the Trigger, it will act like a virtual switch instead of a physical
entity.
Triggers will send one of three event messages when something sets them off: On-
Trigger event messages are sent to any script attached to the trigger object, so now
we need to add a suitable script to our health prefab:
Go to the Components menu and choose the Pickup script from the Third Person
Props sub-menu. This will add the Pickup script to our Prefab.
Set the Pickup Type property in the Inspector to Health as shown in the image
above.
Finally, set the Amount property to 3 or so. This is the amount of health the
pickup bestows on the player.
The fuel cell pickups are set in much the same way, with the only two differences:
The Pickup Type setting should be FuelCell,
The Amount value, which is the amount of fuel the pickup represents. (1 seems best.)
47
Jump Pads
A Jump Pad.
The Jump Pads are the bright yellow and black striped spaces in our level. These are
supposed to boost Lerpz into the air. We shall use a collider with an attached script for
this purpose.
First, create an empty GameObject and call it Jump Pad Triggers. Well use this like a
folder to keep our Jump Pad trigger objects together.
Now well build our Prefab:
Create a new empty GameObject.
Rename this object to JumpPad Trigger 1.
Add a Box Collider object to it. (A Sphere Collider would work in theory, but the
Box Collider is a better fit given the jump pads shape.)
Set the Collider as a Trigger.
Add the JumpPad script.
48
Drag and drop our Jump Pad game object onto the new Prefab.
Rename the Prefab to JumpPad Trigger.
Delete the original GameObject from our Hierarchy pane.
Drag a JumpPad Prefab into the scene and position it directly inside one of the
Jump Pad locations. (There are six to place. I recommend using the 4 Split view
layout to help with positioning.)
The default jump pad Jump Height setting of 5 isnt enough to throw Lerpz
right up to the garden level. I suggest using a value of around 15-30 for these
pads. (The finished project example uses a value of 30.)
Finally, hit Play and test the game to make sure all our new triggers work cor-
rectly.
NOTE Scripts work similarly to Prefabs: weve just added a link to the Pickup script in
the Props folder -- to our Prefab. Editing the one in our Project pane will also
affect any copies in the Scene.
Good organization is important if you want your workflow to be smooth and hassle
free.
Use instantiated Prefabs wherever possible.
Try organizing by function instead of type.
Use Empty GameObjects as containers.
You will be surprised at how many assets are needed for even a small-scale project.
49
The GUI
How many lives do we have re-
maining? What is Lerpzs health
level? Its time for a GUI.
Here's an example:
function OnGUI()
{
If (GUI.Button (Rect(50, 50, 100, 20), "Start Game") )
Application.LoadLevel("FirstLevel"); // load the level.
}
OnGUI() is called at least twice every game cycle. In the first call, Unity builds the GUI
and draws it. In this case, we get a simple button drawn at the coordinates specified,
with "Start Game" displayed within.
The second call is when user input is processed. If the user clicks on the button, the
If(...) conditional surrounding the button-drawing function returns true, so
Further Information
More information on the new Unity GUI system can be found by following these links:
http://unity3d.com/support/documentation/Components/GUI%20Scripting%20Guide.ht
ml
http://unity3d.com/support/documentation/ScriptReference/GUI.html
51
The GUI Skin object is not added to the Hierarchy Pane view; instead we reference the
GUI Skin directly in our GameHUD script. Along with the GUI Skin, the GameHUD
script also needs to be told which assets to use to build the GUI display. These include
the GUIHealthRing asset.
52
NOTE You may have noticed a number of warnings from Unity about images not
being a power of two in size. Many graphics cards prefer images to be sized
in powers of two, regardless of how much of the actual image data is used, as
this makes the underlying calculations quicker to perform. GUIs rarely need
this level of optimization and the assets we are using are therefore not opti-
mized. If you want to find out whether an images dimensions are powers of
two, simply bring the image up in the Inspector which will let you know if it
needs such optimizing.
This image is used to display Lerpz's health information. The space to the right of
Lerpz's image displays his remaining lives, while the circle to the left is used to show a
pie chart of his remaining health. The pie chart is created by simply super-imposing
the correct image from an array of six 2D textures, named healthPie1 through health-
Pie6. The healthPie5 image is shown below:
53
The second major GUI element is for the Fuel Cell state, the main image for which is
GUIFuelCell:
This is displayed in the lower-right of the game screen and will show the fuel cells
remaining to be collected before the level is unlocked.
Add the GameHUD script to the Level GameObject.
Click the Level GameObject to select it and look at the Inspector. You should
see the Game HUD (Script) component entry.
Add the GUIHealthRing and GUIFuelCell images to the GameHUD script.
Open up the Health Pie Images entry.
Health Pie Images is an array. At the moment, Unity doesn't know how big it should
be, so it has set it to zero. We have six health pie images to drop into this array, so we
need to change this value.
Click on the "0" next to Size. Change it to "6". You should now see six empty
elements, named Element 0 through Element 5.
Open the GUI assets folder in the Project Pane to reveal the health pie images.
There are six of these, numbered 1 to 6.
Computers count from zero, so healthPie1 needs to go into Element 0. health-
Pie2 needs to go into Element 1... and so on. Drag the images into their relevant
slots.
Finally add the LerpzTutorialSkin GUI Skin into the empty Gui Skin slot. The set-
tings show now look like this:
54
If you run the game now, you should see the HUD appearing over the play area:
Resolution Independence.
GUI.matrix = Matrix4x4.TRS (Vector3.zero, Quaternion.identity, Vector3
(Screen.width / 1920.0, Screen.height / 1200.0, 1));
One problem with the GUI is its size. The screenshot above is from a 24" iMac running
at a resolution of 1920 x 1200.
Clearly we need to scale our HUD dynamically according to the current display size
and resolution, so how do we achieve this?
Unity 2's new GUI system includes support for a transform matrix. This matrix is ap-
plied to all GUI elements prior to rendering, so they can transformed, rotated or
scaled -- in any combination -- dynamically.
55
56
57
We need a link to the LerpzTutorialSkin asset, so the first line of code will be this:
Well need a Texture2D object for the backdrop. (Well drop our background image
onto this in the Inspector.)
We also want to display a "Loading..." message when the player clicks on the "Play"
button, so we'll need a flag to handle this:
private var isLoading = false; // if true, we'll display the "Loading..." message.
function OnGUI()
{
if (gSkin)
GUI.skin = gSkin;
else
Debug.Log("StartMenuGUI: GUI Skin object missing!");
The code above checks if we have a link to a valid GUI Skin object. The Debug.Log()
function spits out an error message if not. (It's a good habit to sanity-check any exter-
nal links or data in this way as it makes debugging much easier.)
The Backdrop.
The backdrop image is a GUI.Label element set to use our background image as the
elements background. It has no text and is always set to the size of our display, so it
fills the screen.
58
First, we define a new GUIStyle object, which well use to override the default GUI
Skin style. In this instance, were just changing the normal.background style ele-
ment to use our backdrop image.
The GUI.Label() function takes a Rect object. This rectangles dimensions are de-
rived from the displays dimensions, so that the image always fills the screen. The im-
ages aspect ratio is also taken into account, so that the image is cropped and/or res-
caled to fit without adding distortion.
Next we come to the title text. Before we write the script code for this, we need to
take another look at our GUI Skin and make a small modification to it:
Our menu uses the default font defined in the LerpzTutorialSkin asset. At the mo-
ment, the default style for displaying text is unsuitable for a large game title, so we
will add a new custom GUI Style to the skin, named mainMenuTitle:
Go to the Project Pane and click on LerpzTutorialSkin to bring up its details in
the Inspector.
We will now add a Custom Style to our GUI Skin:
Open up Custom Styles and ensure Size is set to 1. You should see an
Element 0 entry.
59
Open Element 0 and set its elements as shown above. Specifically: set the Text
Color to the orange-brown shown. (Dont worry about the elements not shown
in the screenshot: they can be left as they are.)
Finally, we can now add the remaining code to our script:
NOTE GUI Style names are case-insensitive when you attempt to access them through
scripting. Typing mainMenuStyle is the same as mainmenustyle.
The Buttons.
We now need to modify the GUI Button properties of the LerpzTutorialSkin object to
produce a more interesting button.
We're using the same GUI Skin object for this menu and for the in-game Heads-Up
Display, or 'HUD'. For the HUD, only the default font needs to be changed. However,
for the Start Menu buttons, we also need to have a graphical image behind the but-
ton text. The default button design doesn't fit the game's visual style, so we need to
change it.
TIP
If you want your GUI elements to react to Hover, Focus and Active events, you
must set a background image too, even if the image is blank.
Click on the LerpzTutorialSkin asset in the Project Pane to bring up its details in the
Inspector Pane. Change it to the settings shown below -- ignore the other GUI element
types; we won't be using them:
60
The above is all it takes to render and handle the "Play" button. The code for both the
rendering and the event handling is in the same place, making it easier to maintain.
The GUI.Button() function takes a Rect object to define the button's position and
size, followed by the text label.
If the user clicks on this button the button function returns true, so we can load the
game level.
We set isLoading so that we know to show the "Loading..." text, then tell Unity to
load the game level.
61
TIP
The new GUI system supports a number of alternative functions for drawing
elements, allowing you to specify an image instead of text, or even an image,
a label and a tooltip combined. See the documentation for more details.
The "Quit" button is handled similarly, but with a test to ensure this is running as a
standalone build (or in the Unity editor) added.
As you can see, this is very similar to the "Play" button. We just draw it a little lower
down and check if we need to draw it at all first.
The final step is the "Loading..." text, which needs to be displayed when the user se-
lects the "Play" button. This is because it can take a few moments for our game Scene
to load -- especially if it's being streamed over the Internet inside the web player.
This is where isLoading comes in:
if (isLoading)
GUI.Label ( Rect( (Screen.width/2)-110, (Screen.height / 2) - 60, 400, 70),
"Loading...", "mainMenuTitle");
}
Again, we make use of the mainMenuTitle Custom GUI style so that the text style
matches that of the title. (GUI Styles are case-insensitive, so the upper-case letters are
purely for readability.)
62
So, we need to disable the Quit button and stop it displaying if the game isn't running
as a standalone. The one exception is if the game is being run inside the Unity Editor
itself. This is because we want to know if the button is being displayed in the right
place and behaving itself, which is difficult if you can't see it.
63
Game Over
The Game Over screen is shown when the player has either completed the game or
has failed the challenge. Unlike the Start Menu, this Scene has no buttons or other
visual user interaction: it just shows a Game Over message over a backdrop while
playing a short jingle. Once the jingle is completed, or if the user clicks the mouse, we
automatically load the Start Menu Scene.
Firstly, create a new Scene and name it GameOver
Drag and drop the GameOverJingle audio file onto the default Main Camera
object and set it as shown:
We dont need to add anything else to the Scene using the Editor: the default camera
alone will suffice.
The next step is to build our script (You can find the complete assembled script code
listed in the appendix section):
Create a new Javascript script asset and name it GameOverGUI
Open it in the editor and add the code described below:
As with the Start Menu, we want to be able to see our GUI in the Unity editor even
when the project isnt running, so add this:
@script ExecuteInEditMode()
For the Start Menu, we used the LerpzTutorialSkin GUI Skin asset. The GUI Skin defines
a bunch of GUI Styles and lets us apply them to a GUI wholesale.
64
function OnGUI()
{
First, the backdrop, rescaled similarly to that used in the Start Menu:
The next task is to draw the shadowed version of the Game Over message. We need
to scale the text up and render it centered on the screen. Luckily, we can use the GUI
systems built-in transform matrix to handle the scaling for us.
TIP
The GUI transform matrix can also be used to perform any arbitrary transla-
tions you wish: you can scale, rotate, flip and spin to your hearts content.
To ensure the text appears in a dark, shadow color, we pass the gameOverShadow
GUI Style to the GUI.Label function.
65
Finally, we draw the same text again, but in a lighter color. Unitys GUI system will al-
ways render these elements in the order they appear in the code, so this text will ap-
pear on top of the shadow. Aside from using the gameOverScale scaling factor and
the gameOverText GUI Style, theres no other difference.
Next, well set the Game Over Text GUI Style as shown in the next image. (As
usual, leave any other settings as they are.)
66
67
You should now see the GUI appear in the Game View, as shown below:
The final touch is to add a second script to the Main Camera which checks if the music
has finished playing and, if so, loads up the Start Menu Scene.
Create a new Javascript Script asset. Name it GameOverScript.
Open the script in your editor and add the following code (You can find the
complete assembled script code listed in the appendix section):
function LateUpdate ()
{
if (!audio.isPlaying || Input.anyKeyDown)
Application.LoadLevel("StartMenu");
}
This code checks if the audio has finished playing, or whether the player has pressed a
key before loading the StartMenu Scene.
Add GameOverScript to the Main Camera and thats it: GUIs done!
68
Adversaries
No game is complete without ad-
versaries. In this chapter, we add
enemies for Lerpz to fight.
The lasers rise and fall. If the player tries to pass through one of these, he will lose
some health.
70
Adjust the Line Renderer Component settings as shown. (The laser material can
be found in: Particles->Sources->Materials.)
Position the resulting object in the laser tunnels. (These are the roofed corridor
structures on either side of the arena, at the far end of the level from the Jail.)
Add a Point Light GameObject as a child to our Laser object.
Set the Point Light as shown:
71
The Point Light acts as the lasers light source and will rise and fall with the laser itself.
This gives the illusion that the laser beam, drawn by the Line Renderer, is emitting
light.
TIP
The LaserHit asset can be found inside the Props folder in the Project Pane.
Finally, duplicate (CMD+D on Mac, or Ctrl+D), (or create a Prefab) of our Laser
Trap and place some in the level as you see fit. I suggest placing four in total,
with two in each of the tunnels.
Feel free to vary the LaserTrap scripts properties and experiment until you get a
result you are satisfied with.
72
Overview
The Laser Trap is a Line Renderer component which is moved up and down by the
script. This same script also checks for collisions and triggers the requisite visual effects
should one occur.
First, we define some basic properties for our laser trap:
height defines the amplitude of the oscillation, dictating how far above and below its
starting point the laser beam will travel;
speed defines how fast the beam moves;
timingOffset allows us to set each laser trap object to start at a different point in its
oscillation cycle;
laserWidth defines the width of the laser beam from end to end;
damage defines how much damage the player will suffer if he runs into the beam.
hitEffect, can be used to link to an arbitrary GameObject, which will be instantiated
when something hits the laser trap. This is more flexible than hard-coding the effect in
the Laser Trap object and makes it easier to re-use this asset in other projects.
The script defines two functions, so lets look at these in turn:
The Start() function initializes the Line Renderer component, storing its initial loca-
tion (in the Y axis) for later, and setting the Line Renderers second vertex to match
the position defined by laserWidth. This lets us easily tweak the length of the beam to
match the width of the corridor.
NOTE We could just set the end coordinate of each line by hand in the Line Ren-
derers array, but handling this in the script gives us a bit more flexibility
should we decide to make the lasers beam animate in-game.
Now we come to the main Update() function. This is where the interesting stuff
happens.
First, we have the laser beam movement to calculate. We just use the Mathf.Sin()
function for this. We grab the current time using Time.time, (which returns the
time, in seconds, since the game started), multiply it by our desired animation speed
and add in the timingOffset value. This gives us our position along the sine curve. Fi-
nally, we modulate it by our desired height and use the result as an offset from our
baseline.
73
The next step is to check for collisions. The script does this by casting a ray along the
path of the beam and checking if it hits any GameObject which have Collider Compo-
nents attached to them.
(The time-based test is there to allow time for a reaction. If we didnt do this, the
player would lose a health point for every frame in which hes hit by the ray-cast.)
If we do hit something, we check if its a player or enemy and, if so, send the Apply-
Damage message to it. At the same time, we also instantiate the hitEffect GameOb-
ject, so that it can perform its magic. This is the LaserHit GameObject, which produces
an energy burst effect:
If you play the tutorial, you should find that Lerpz loses a health point if he hits the
laser beam.
74
A robot guard.
Lerpz's enemies in this game are robot guards. This particular model is now considered
a 'classic', worthy of preservation. Collectors and enthusiasts compare them, unfa-
vorably, with such other classic gems of yesteryear as the Ford Edsel, Apple Lisa and
Sinclair C5.
This particular model is well-known for the way it was cunningly designed to be sus-
ceptible to a couple of well-aimed punches at the torso. When so incapacitated, the
robots eject any items they are carrying, after which the robot will happily lie on the
ground until the BIOS can reboot, although this would only take place when the prox-
imity sensor asserted that there was nothing in the vicinity. These security robots are
now used as garden ornaments.
From the above, we can determine that:
Robots will have a fairly rudimentary AI.
The robots eject collectable items when knocked down.
Robots will respawn when the player can't see them.
75
76
If you play the game now, you will see the robot standing around playing the Idle
animation. We now need to add some scripts to make these robots do something
more interesting.
There are two scripts for the robot and we'll add them directly to the original Prefab:
Select the Copper Prefab to bring it up in the Inspector.
Drag the EnemyDamage and EnemyPoliceGuy scripts onto the Character Con-
troller component in the Inspector.
If you havent already done so, drag the ThirdPersonCharacterAttack script onto
the Player object. This handles the players end of the punching movement.
(Lerpz wont punch robots without it!)
If you play the game now, the robot should react to you if you get too close to it.
77
78
You can implement all of the above by selecting the Copper gameobject and altering
the values in Enemy Damage component. We encourage you to try out different
variations.
79
CopperSpawn settings.
Well need a few of these Game Objects, so lets set up a parent GameObject and
make our CopperSpawn object its children...
Create an empty GameObject at the top level of the Hierarchy Pane.
Rename this new object Enemies.
Make our CopperSpawn GameObject a child of Enemies by moving the former
into the latter.
Now build a Prefab using our CopperSpawn GameObject. Position instances of
these around the level.
NOTE One side-effect of this technique is that, if you have killed a robot and then
moved out of range, it will reappear as good as new if you return to its loca-
tion.
How it works.
The CopperSpawn Game Objects contain a script which checks if the player has come
within range and, if so, creates an instance of the Copper Prefab. When the player
walks outside this range, our robot-spawning script will automatically remove the ro-
bot from the Scene.
The script which does this is EnemyRespawn. This script is heavily commented, but the
two main functions are:
Start() -- just caches a link to the player Game Objects transform as well need to
mess with it later.
Update() -- First checks if the players in range and instantiates the robot if so. If
not, and the player has just stepped out of range, the robot prefab is destroyed.
There are also two Gizmo functions used in the Editor:
EnemyRespawn also makes use of Unity's "Gizmos" feature. A Gizmo is usually a vis-
ual aid displayed only in the Scene View rather than in-game, such as, in this case, a
sphere showing the spawn range. In this script, we have two types of gizmos: the first
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draws a robot icon, which lets us select the spawn object by clicking on its icon in the
Scene with the mouse:
NOTE The icon image is currently stored in the [PROJECT-PATH]/Assets/Gizmos
folder.
function OnDrawGizmos ()
{
Gizmos.color = Color(1, 1, 1, 1);
Gizmos.DrawIcon(transform.position, gizmoName + ".psd");
}
The OnDrawGizmos() function is called every time the Unity editor GUI is updated
or refreshed, so the icon will always be visible. In order that this function knows which
icon image to use, we need to...
...set the Gizmo Name property in the Inspector to Copper.
Conversely, the OnDrawGizmosSelected() function is called by Unity's editor GUI
only when the object is selected. As long as it is selected, it will be called every time
the Unity editor GUI is updated or refreshed.
In this example, the function draws a sphere using spawnRange to define its radius,
thus providing a visual display of the area within which the enemy robot will be in-
stantiated; when the player moves outside this sphere, the robot will be automatically
destroyed.
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function OnDrawGizmosSelected ()
{
Gizmos.color = Color(0, 1, 1);
Gizmos.DrawWireSphere(transform.position, spawnRange);
}
The OnDrawGizmosSelected() functionshowing the sphere defined by the Spawn Range variable.
Alternative Optimizations
In addition to the above technique, Unity also offers the OnBecameVisible() and
82
Introduction
When you buy a CD or watch a movie, the sound you hear has invariably been
through a number of stages, the last of which is known as mastering. Mastering is the
art of listening to the audio as a whole and adjusting volume levels, filtering out fre-
quencies and any number of other technical tricks to make the final mix sound as
good as possible. Sometimes the process fixes obvious flaws in a musical number or
soundtrack, such as an instrument being too loud or too harsh. At other times, the
process is just used to ensure the soundtrack will sound good enough on a cheap TV
loudspeaker without compromising the sound which would be heard from a high-end
home cinema system.
Games are no different: once the rough gameplay is in place, it makes sense to spend
some time fine-tuning it, tweaking and adjusting until it is as good as it can possibly
be.
Audio
Finalizing audio and performing mastering duties is difficult with games. Games are
interactive rather than passive, linear forms of entertainment. This means you need to
consider how the individual audio assets in your project will interact and, if necessary,
perform some preemptive mastering and mixing yourself. Essentially, mastering is a
real-time task which needs to be handled within the game logic itself.
In an ideal world, every developer would have access to their own tame audio engi-
neer, but this is the real world and many small-scale projects simply cannot afford this.
The most important consideration is ensuring each sound in your project sits well with
all its fellows. This is a subjective process as some people like a lot of bass, while others
prefer higher-frequency sounds in their soundscapes, so it's a good idea to use alpha
and beta tester feedback to get a mix of objective views on your project's sound. (An
audio monitoring setup is also useful, but these can be expensive and annoying to col-
leagues if you cant afford a dedicated room for the purpose.)
Ideally, you need to use audio from a single source, mixed by the same pair of ears, so
you get a consistent sound. If -- as in this tutorial's case -- you must use a bunch of dif-
ferent audio sources, be prepared for a lot of tweaking of settings to get the sounds
to sit just right in the game's overall mix. An over-loud sound effect will be very obvi-
ous to players and could become irritating if it is heard frequently. Play-test frequently
and be prepared to budget some time for this process.
Sample Notes
Unity has a fairly simple interface for audio, but there are some important things to
consider:
Ensure your samples have similar levels. This makes volume levels and roll-off settings
much more consistent. Normalization can help here, but you should also consider how
your sounds will be mixed together. Too many noisy sound effects will confuse the
player.
Use mono samples if you need the sound to be positioned realistically within the 3D
world.
Compress samples using the Ogg Vorbis compression system. (Unity can do this for
you.)
If building for the web, you should always compress your sounds using Ogg Vorbis.
Check the "Decompress on load" box for shorter, frequently-used sound effects.
Only use stereo samples for long musical pieces which do not need to be positioned
spatially within the scene. Such sample files will always be played back as they are, at
the default Audio Listener volume.
84
We will not add every possible sound effect to the game in this chapter; only enough
to demonstrate Unity's audio features. Once you have read through this chapter, you
will be able to add additional sound effects on your own.
The complete list of sound effects the game needs is:
The Player:
Walking / Running sounds;
Attacking sound;
Getting hit sound;
Dying sound;
Jet-pack thrusters sound;
The Robot Guard:
Idle sound;
Attacking sound;
Getting hit sound;
Dying / Exploding sounds;
The Collectables:
Fuel Cell collected sound;
Health collected sound;
Environmental sounds:
A long, looped sound sample to give a sense of ambience.
A whoosh sound for the jump pads.
Spaceship Impound Fence:
"Active" sound;
"Shutdown" sound;
The Spaceship:
A take-off sound to play with the cut-scene animation;
We have already added a few sound effects to our game, but we still need to add over
fifteen more. Some of these are obvious foley sounds, such as the player's footsteps
and the jet-pack thrusters. Some of the other samples are repurposed foley sounds.
(The pickupFuel sound, for example, is just the sound of a golf ball being struck by a
golf club.)
85
These sounds can be found in almost any sound effects library. Apple's own Garage-
Band, Logic Studio 8 and Soundtrack / Soundtrack Pro software include such sounds
and these libraries were the source for most of the sound effects in this tutorial. Many
more such samples are available online -- often for free!
Ambient Sounds
Our game is set in an environment way above the clouds with an impressive view of
nearby planets. Such an exposed location needs a suitably out-of-this-world sound-
scape to improve the sense of immersion in the game.
The tutorial project includes a looped ambient sound sample named sceneAtmos-
phere. This is a stereo Ogg Vorbis sample created by throwing some old, mono BBC
Radiophonic Workshop sound effects from the 1960s at GarageBand, and combining
them into something that sounded suitably alien.
The sample is added to the Near Camera object in the Hierarchy Pane.
Drop the sample onto the Near Camera object. Unity will automatically create
an Audio Source component.
Adjust its settings as shown below:
The Audio Source component includes basic controls which allow us to tell Unity how
to deal with the sound either through the Inspector or through scripting.
In this instance, we set the Play On Awake switch so the sound starts playing auto-
matically. The volume level is deliberately set low as this is ambient, background
sound and we don't want it to distract from the other sounds in the game.
86
The Pitch setting is useful for one-shot sound effects as you can adjust the
value slightly with each playback to add variety to the sounds. Its ideal for
short effects like gunshots, lasers and footsteps and saves having to create
multiple samples.
Next come settings which define the volume range of the sound. If we wanted the clip
to be inaudible when we're a long way from its source, Min Volume would be set to
zero.
As its name suggests, Max Volume is the maximum volume of the audio. We could
stand right on top of the sound source and it wouldn't get louder than this value.
Next comes the Rolloff Factor, which determines how quickly the sound's volume
changes relative to the listener's distance. A smaller value means the sound will be
audible over a larger distance. This setting is key to ensuring realistic aural behavior in
the game.
Finally we have the Loop setting. This is enabled because we want the impound
fence's sound to keep on playing until we tell it to stop.
NOTE It is important to ensure looped sounds are designed for clean looping or you
will most likely hear an audible click or pop each time playback is restarted
from the beginning of the sample. Most sample editors include a "find zero
crossings" feature for this purpose.
The audio variable doesnt appear to be defined within the script, so wheres it com-
ing from?
87
Its coming from Unity itself. This is a convenience variable -- one of a number of such
variables -- which simply points at the Audio Source Component attached to whatever
GameObject the script happens to be attached to. As we havent added one of these
Components, the audio variable will be null, so the script skips the playback.
Click on one of the Jump Pad instances in our Scene to bring it up in the Inspec-
tor,
Drag the jumpPad sound effect onto the Inspector. (This will automatically cre-
ate an Audio Source component for us.)
Apply the change to the original Prefab, so all our Jump Pads can share the
same sound effect.
Experiment and tweak the Audio Sources settings until youre happy with the
sound effect.
Collectables
The collectable items are the easiest to deal with. These sound effects are pickupFuel
and pickupHealth for the fuel cells and health collectables respectively. Adding these
effects is simplicity itself: the Pickup script already has support for audio; we just need
to drop the relevant sound sample into the script's sound effect slot in each pickup
type's Prefab.
The image below shows the FuelCellPrefab Inspector details for one of the instances in
the level, with the pickupFuel sound effect added to the Pickup script's Sound vari-
able:
88
Add the audio either by dropping the pickupFuel sound effect onto the Sound
variable's slot, or by picking the sound effect directly from the list of available
samples which you can bring up by clicking the small triangle to the right of the
slot.
Set the Sound Volume to 2, to make the sound effect stand out.
Apply the same process for the Health pickup too, using the pickupHealth sam-
ple instead.
TIP
You can add the sound effect directly to the Prefab to save time.
If you play the game now, each collectable item will now play the appropriate sound
effect when you pick it up.
89
The Player
Lerpz himself makes no sounds at the moment. Adding sound effects makes sense, but
which ones?
The sound effects we will implement in this tutorial are:
A punch sound;
A struck sound, played when Lerpz is hit by a robot;
A sound effect for the jet-pack thrusters;
90
if (punchSound)
audio.PlayOneShot(punchSound);
This first checks if a punch sound effect has been supplied to the script. If so, it uses
the PlayOneShot() function to play the sound. This function creates a temporary
GameObject with an Audio Source component, adds it to the Scene and plays it. When
the sound effect is finished, the GameObject is removed from the scene.
NOTE While the game is running, you will see these one-shot sounds appearing
briefly in the Hierarchy Pane. This is normal behavior.
Struck sound & Scream sound
The Third Person Status script handles two more sound effects: the one played when
Lerpz is struck by an enemy, and the one played when Lerpz dies (just before he is
91
respawned or the game ends). Both sound effects are handled the same way as the
lerpzPunch sound effect we added earlier.
Add both the LerpzStruck and LerpzScreamSFX sounds as shown below:
The Jet-pack
The jet-pack is a looped, rather than a one-shot, sound effect, so well add the sound
effect to the Player GameObject directly as an Audio Source Component. The Jet Pack
Particle Controller script will automatically create an empty Audio Source component,
but we need to add the audio file to it:
Drag the thrusterSound audio file onto the Audio Source component inside the
Player GameObject.
Ensure the Audio Source settings are as shown:
92
There are two sections of script to handle this sound effect, both of which are in the
Jet Pack Particle Controller script. The first section goes in the Start() function and
initializes the Audio Source component:
audio.loop = false;
audio.Stop();
if (isFlying)
{
if (!audio.isPlaying)
{
audio.Play();
}
}
else
{
audio.Stop();
}
TIP
The audio variable is created by Unity itself. It is always set to point at the Au-
dioSource Component of the GameObject.
93
This code is self-explanatory. The need to test if the sound effect is already playing is
because the Play() function will always start playing the sound effect from the be-
ginning, regardless of whether it is already playing. This means wed hear a stuttering
sound as Unity would repeatedly restart the sound sample every time the Play()
function is called.
if (idleSound)
{
if (audio.clip != idleSound)
{
audio.Stop();
audio.clip = idleSound;
audio.loop = true;
audio.Play();
}
}
The above example can be seen at the top of the EnemyPoliceGuy scripts Idle()
function. The call to audio.Stop() is important here as swapping out a sample
while its being played can have unpredictable results.
To add the sound effects:
Select the Copper Prefab in the Project Pane to bring it up in the Inspector.
Drag the CopperIdleLoop sound effect into the Audio Source component.
Add the same audio file to the Idle Sound property in the EnemyPoliceGuy script
component.
Add the CopperActiveLoop sound effect to the Attack Sound property in the
same component.
Finally, add the MetalHit sound effect to the Struck Sound property of the En-
emy Damage script component.
(The resulting view in the Inspector Pane is shown on the next page.)
94
The MetalHit sound is played in the ApplyDamage() function within the Enemy-
Damage script. The code which does this is shown below:
As with the Jet Pack, the audio variable we use here is actually a shortcut variable
created by Unity itself. It is the equivalent of a GetComponent (AudioSource)
function call. The upshot is that the Audio Source component attached to the Copper
Prefab is used to play the sound effect for us, avoiding the need to instantiate a tem-
porary audio source component for the purpose.
NOTE The same trick is used for some of the Player sound effects.
95
Cut Scenes
Cut-scenes provide a useful way to fill in the player on an event or story element
which they need to know. Ideally, the need to cut away from the player should be
kept to a minimum. For this reason, we have only two cut-scenes.
The first occurs when the player manages to collect all the required fuel cells in the
level, thus unlocking the spaceship. This cut-scene appears using a picture-in-picture
technique, so that the player can continue playing while the sequence plays out.
One extremely pragmatic reason for not taking over the whole screen with this cut-
scene is that wed otherwise have to freeze all the game elements -- robots, player
controls, etc. -- while the cut-scene plays, because the player would be effectively
blind until the scene completes.
NOTE It is still possible to get at the spaceship if you climb onto the nearby crates,
but the spaceship is still locked down at this point and won't take off. (The
mesh collider isnt changed to a Trigger type until the impound fence is un-
locked.)
The second cut-scene occurs when the player touches the spaceship after the fence has
been disabled. In this scene, which is played full-screen, we see the spaceship taking
off and flying off to freedom and new adventures before switching to the Game Over
sequence.
Lets look at the first scene in detail...
if (remainingItems == 0)
{
levelStateMachine.UnlockLevelExit(); // ...and let our player out of the level.
}
96
NOTE The above code includes variables well need for the second cut-scene too.
Next, add the following line of script code to the Awake() function:
levelGoal.GetComponent(MeshCollider).isTrigger = false;
That line is crucial. It stops the second cut-scene from triggering prematurely. With the
isTrigger switch turned off, the spaceship becomes just another part of the scenery as
long as the impound fence is still active.
Now for the unlocking sequence itself.
Add the following function to the LevelStatus script. (Ill explain it as we go.)
function UnlockLevelExit()
{
mainCamera.GetComponent(AudioListener).enabled = false;
Unity supports just one -- and only one -- Audio Listener component in any one Scene.
Usually this is attached to the main camera in the Scene, but were using multiple
cameras in our Scene, so we need to ensure we only have the one Audio Listener ac-
tive at any one time. We want to hear our fence disabledsound effects, so well
briefly enable the Audio Listener on our cut-scenes camera here.
Next, we need to activate the cut-scene camera and enable its Audio Listener compo-
nent:
97
unlockedCamera.active = true;
unlockedCamera.GetComponent(AudioListener).enabled = true;
The Impound Fence has a looped sound effect attached it. We need that sound to stop
playing now:
exitGateway.GetComponent(AudioSource).Stop();
if (unlockedSound)
{
AudioSource.PlayClipAtPoint(unlockedSound, unlockedCamera.GetComponent
(Transform).position, 2.0);
}
With our sound effect started, we can start the animation sequence. Well do this pro-
cedurally by using script code to achieve the animation. The next few lines perform
this sequence. The first line adds a delay before the sequence begins to give the ap-
pearance of the cut-scene time to register on the players consciousness. (Ive left the
comments in place so you can follow the animation sequence):
yield WaitForSeconds(1);
exitGateway.active = false;
yield WaitForSeconds(0.2);
exitGateway.active = true;
yield WaitForSeconds(0.2);
exitGateway.active = false;
We now have access to the ship! All we need to do now is make the spaceships Mesh
Collider component a Trigger rather than a normal collider:
levelGoal.GetComponent(MeshCollider).isTrigger = true;
98
Finally we pause a few more seconds so the player has time to see the results, before
shutting off our cut-scene camera and restoring the Audio Listener component on our
NearCamera:
unlockedCamera.GetComponent(AudioListener).enabled = false;
mainCamera.GetComponent(AudioListener).enabled = true;
}
Creating the cut-scene camera itself is our next task. This is just another Camera game
object, exactly like the one weve been using in the game itself. Lets set it up:
Add a new Camera to the Scene.
Rename it CutSceneCamera1
Add the SmoothLookAt script to the Camera.
Drop a link to the spaceShip model onto the SmoothLookAt script so the script
knows what the camera needs to point at.
Set the remaining properties as shown:
99
This camera should be set to look at the spaceship impound lot, clearly showing the
fencing. The settings shown above should be a good approximation, but feel free to
tweak it:
100
The camera needs to be disabled by default. Itll be enabled by our scripts, but we
dont want it rendering anything until the script says so. Disabling the camera is sim-
ple: just uncheck the box next to Cut Scene Camera 1, right at the top of the Inspector.
Also, take care to set the Normalized View Port Rect settings as shown above. These
define the cameras outputs position on the screen so that it appears in the top right
corner of the display. The cameras depth is also set to 10, which is higher than that of
the Near Camera so the cut-scene will appear on top of the main game imagery.
We need to test the sequence, so set the LevelStatus scripts properties as shown be-
low:
101
The spaceShip object is the spaceship model sitting inside the impound fence.
TIP
Ive temporarily set the Items Needed value to 2 in the screenshot above. This
lets me test the cut-scene by collecting only two fuel cans instead of wasting
time running around most of the level first. Remember to reset it to a higher
number -- say, 20 -- when were done.
If you play the game now, you should see the cut-scene appear as shown below.
NOTE The frames-per-second counter visible in both the main view and the cut-scene
insert is covered in the chapter on optimization.
The last cut-scene is a little more complex. We need the spaceship to take off and fly
away. We could do this using scripting, but its much easier to use an AnimationClip
for this instead:
Click on the spaceShip model inside the impound fence to select it. (Or click on it
in the Hierarchy Pane)
Now drag the ShipAnimation AnimationClip from the Animations folder in the
Project View and add it to the Spaceship Animation property of the Animation
component in the inspector.
You will now see an animation component in the spaceship inspector. If you hit play
now you will see the ship taking off. However we only need the ship to take off when
the level is complete. We will do this with a script in a minute. However Unity, by de-
fault, assumes you want animations to play automatically. We dont want this, so,
with the game stopped:
Disable the Play Automatically checkbox of the spaceShip Animation compo-
nent.
102
103
Positioning CutSceneCamera2.
Dont worry about the direction its facing: were only interested in its location. The
script well attach to it will take care of the rest.
Add the SmoothLookAt script to the Camera.
Drop a link to the spaceShip model onto the SmoothLookAt script so the script
knows what the camera needs to point at.
As with CutSceneCamera1, we also need to ensure this one is disabled by default, but
the remaining settings are a little different, as you can see from the screenshot on the
next page. The key difference is that this camera needs to take over the whole screen,
rather than appearing in the corner, so the Normalized View Port Rect properties are
set to take this into account.
104
Now for the cut-scene itself. This is a little trickier than our first cut-scene because the
messages used to trigger the scene need to be relayed along a chain:
The initial trigger happens when the Player touches the spaceShip model. (If the first
cut-scene has played through, the spaceShip model is now acting as a trigger instead
of a solid object.)
The spaceShip model therefore needs a script attached to it to deal with this trigger
event:
Create a new JavaScript script asset.
Rename it HandleSpaceshipCollision.
Add the following code to it (You can find the complete assembled script code
listed in the appendix section):
105
}
else
{
playerLink.LevelCompleted();
}
}
All the above code does is check if the player has touched the spaceship and, if so, call
the LevelCompleted() function in the Players ThirdPersonStatus script.
Add the new script to the spaceShip object.
The ThirdPersonStatus scripts LevelCompleted() function is even shorter and
does something very similar.
Add the following function to the ThirdPersonStatus script:
function LevelCompleted()
{
levelStateMachine.LevelCompleted();
}
function LevelCompleted()
{
First, we have to do the same Audio Listener switchover as we did for our first cut-
scene:
mainCamera.GetComponent(AudioListener).enabled = false;
levelCompletedCamera.active = true;
levelCompletedCamera.GetComponent(AudioListener).enabled = true;
Next, we want to give the illusion that the player is inside the spaceship, so well hide
106
Just to be on the safe side, well also physically relocate the player to a position we
know should be safe. (The robots dont check if the players visible or not and theyre
still operating.) In this instance, well just move the player 500 units straight up, which
should be far enough away from any immediate danger.
Next, well start the level completed sound effect. In this case, its the sound of the
spaceship taking off:
if (levelCompleteSound)
{
AudioSource.PlayClipAtPoint(levelCompleteSound, levelGoal.transform.position,
2.0);
}
Now we start the timeline-based animation we recorded earlier and wait for it to fin-
ish:
levelGoal.animation.Play();
yield WaitForSeconds (levelGoal.animation.clip.length);
Next we must ensure that the spaceship model is not set as a trigger when our level
starts, and also ensure playerLink is pointing at the Player GameObject. Well define
the playerLink variable inside an Awake() function, which will be called automati-
cally by Unity when the script is loaded.
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Change the Awake( ) function to match the script below. It should be located
just above the first function in LevelStatus.
The result, when you collect all the fuel cans and jump into the spaceship, should look
something like this:
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109
Optimizing
Games may be required to run on
anything from a G4 iBook to a cur-
rent Intel-based Mac Pro stuffed
with memory and a high-end graph-
ics card or two. For our games to
run on both, we need to opti-
mize...
Were now at the wrapping-up stage. Optimizing is something done near the end of a
project, once all the key elements are in place and nailed down. What, where and
how you optimize your project very much depends on your projects design and con-
tent, so this chapter is primarily a discussion covering the more common types of op-
timization.
Why Optimize?
Unity projects are often targeted at older computers than, say, a mainstream, big-
budget game. Puzzle games, casual titles and other project types may be required to
run on anything from a G4 iBook with a mere 256Mb of RAM and an ancient graphics
chipset, through to a current Intel-based Mac Pro stuffed to the faceplates with mem-
ory and a high-end graphics card.
For this reason, we need to consider optimizing our projects for final release. In our
case, weve already optimized the enemy robots by making them pop into existence
only when in range, so thats already covered. However, the rendering of the scene
can be quite slow and this is worth looking at in more depth.
which well look at now: a Frames-per-second reporter script. The script is named sim-
ply FPS and can be found in the Scripts -> GUI folder of the Project Pane.
The script is thoroughly documented, so I wont cover it in detail here, other than to
add that it requires a GUIText Component. (This is a Unity 1.x GUI Component type as
opposed to the new Unity 2 GUI.)
With this FPS counter, it is easier to get a good idea of where optimizations need to
be made.
NOTE The FPS script is of limited value when running the game in the Unity Editor.
This is because the Editor renderer may be locked to the frame-rate of the dis-
play. It also has to update the Scene View and generally performs more error-
checking while playing Scenes. For more accurate results, use a Standalone
Build of your project.
These statistics are based on what the camera is rendering, so moving around the
scene will change many of the statistics. The important elements are:
Draw Calls -- the number of render passes. Elements in a scene may need to be ren-
dered multiple times: for shadows, multiple Cameras, rendering to textures, pixel
lights, and more. Complex shaders can also cause additional draw calls, particularly if
reflection or refraction is being calculated.
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Particle systems use two triangles for each particle, and at least one texture.
(Textures are usually shared by all the particles in a particle system.) It is very
easy to get carried away with these effects, but you should take care not to
overdo it.
Render Textures -- the number of cameras outputting to a texture rather than directly
to the display. This isnt as clear-cut as you might expect...
Render textures are used to achieve a number of effects, such as post-processing ef-
fects, a CCTV screen displaying another area of a level, or to produce reflection in wa-
ter, a mirror or glass refraction effects. In addition, most shadows are also produced
using this technique, so you wont necessarily see additional cameras in your Scene
View.
A unit can, in theory, be any arbitrary length you like, but most developers
tend to stick with "1 unit = 1 meter" for the sake of sanity. An important tip is
to make sure your artist(s) are aware of the scale you are using.
The Far Camera renders from the 50 units mark through to around 500 units. How-
ever, it only renders a subset of the Scene data. The subset is defined by Layers. Each
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object in the Scene is given a Layer to live on. The Near Camera renders all elements
regardless of their layer, but as you can see from the screenshot below, the Far Cam-
era has been told to ignore those items in the cameraTwo or cameraTwoIgnore-
Lights Layers. Wed also like it to ignore the fuel cans and health pickups. These have
the noShadow Layer, so that too is unchecked for this camera.
NOTE Unchecking the noShadow Layer also means it wont render the player ei-
ther, which is fine as the player is unlikely to be that far away from the Near
Camera.
NOTE The Far Camera is also the camera where the Skybox is rendered. (See the
Clear Flags setting in the shot above.) The Near Cameras Clear Flags setting is
Depth Only, so that its content is superimposed over that of the Far Camera.
The Far Cameras content is rendered first.
This selection is defined by the Culling Mask property of the camera component.
Ticked layers are rendered; unticked layers are not. You can define a Layer in the In-
spector and assign one to any GameObject.
You can see this optimization in action with the robot guards and the collectable
items. If you move towards one of these items, you will see the scenery around it is
always rendered while the item itself appears relatively close to the player.
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Suggested Improvements
Lerpz Escapes has been left deliberately unfinished. We have a very basic Start Menu
and a Game Over screen, but theres only the one game level and it is clearly intended
to be the last one in the game. How could it be improved?
Both can be resolved by applying what you have learned in this tutorial.
More levels
The Project Pane includes a Build Your Own folder containing all the individual as-
sets used to build the level, so adding new levels should not be difficult.
You will need to use the DontDestroyOnLoad() function so that you can carry
game state information between the levels such as the current score, lives remaining,
etc.
More enemies
The game only has the one ambulatory enemy in the form of the robot guards. Why
not add some more? This is a good way to ensure you have understood the animation
and AI aspects. It will also help you get a firm grasp of building models and importing
them into Unity.
Add scoring
Lerpz Escapes lacks a score system. Adding one is not difficult, but adding visual ef-
fects when the player does something worthy of increasing their score can be as chal-
lenging as you like. (And, of course, youll want to keep track of the score across
Scenes.)
Further Reading
The first place to look for more information is, as always, Unitys own documentation.
There are also many tutorials (including video primers) on the Unity website:
http://unity3d.com/support/documentation/
In addition, the Unify Wiki is an excellent source of user-contributed info:
http://www.unifycommunity.com
And finally, you can talk to experts and newcomers alike in our thriving forums, here:
http://forum.unity3d.com/
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Script Appendix
Where the scripts are assembled
StartMenuGUI script
Here is the assembled code for the StartMenuGUI script.
//@script ExecuteInEditMode()
var gSkin : GUISkin;
var backdrop : Texture2D;
private var isLoading = false;
function OnGUI()
{
if(gSkin)
GUI.skin = gSkin;
else
Debug.Log("StartMenuGUI : GUI Skin object missing!");
var backgroundStyle : GUIStyle = new GUIStyle();
backgroundStyle.normal.background = backdrop;
GUI.Label ( Rect( ( Screen.width - (Screen.height * 2)) * 0.75, 0, Screen.height * 2,
Screen.height), "", backgroundStyle);
GUI.Label ( Rect( (Screen.width/2)-197, 50, 400, 100), "Lerpz Escapes",
"mainMenuTitle");
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GameOverGUI
Here is the assembled code for for the GameOverGUI script:
@script ExecuteInEditMode()
var background : GUIStyle;
var gameOverText : GUIStyle;
var gameOverShadow : GUIStyle;
var gameOverScale = 1.5;
var gameOverShadowScale = 1.5;
function OnGUI()
{
GUI.Label ( Rect( (Screen.width - (Screen.height * 2)) * 0.75, 0, Screen.height * 2,
Screen.height), "", background);
GUI.matrix = Matrix4x4.TRS(Vector3(0, 0, 0), Quaternion.identity, Vector3.one *
gameOverShadowScale);
GUI.Label ( Rect( (Screen.width / (2 * gameOverShadowScale)) - 150,
(Screen.height / (2 * gameOverShadowScale)) - 40, 300, 100), "Game Over",
gameOverShadow);
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GameOverScript
Here is the assembled code for the GameOverScript script:
function LateUpdate ()
{
if (!audio.isPlaying || Input.anyKeyDown)
Application.LoadLevel("StartMenu");
}
ThirdPersonStatus
Here is the assembled code for the ThirdPersonStatus script:
// ThirdPersonStatus: Handles the player's state machine.
// Keeps track of inventory, health, lives, etc.
var health : int = 6;
var maxHealth : int = 6;
var lives = 4;
// sound effects.
var struckSound: AudioClip;
var deathSound: AudioClip;
private var levelStateMachine : LevelStatus;
complete sequence.
private var remainingItems : int; // total number to pick up on this level. Grabbed from
LevelStatus.
function Awake()
{
levelStateMachine = FindObjectOfType(LevelStatus);
if (!levelStateMachine)
Debug.Log("No link to Level Status");
remainingItems = levelStateMachine.itemsNeeded;
}
// Utility function used by HUD script:
118
function FalloutDeath ()
{
119
Die();
return;
}
function Die ()
{
// play the death sound if available.
if (deathSound)
{
AudioSource.PlayClipAtPoint(deathSound, transform.position);
}
lives--;
health = maxHealth;
if(lives < 0)
Application.LoadLevel("GameOver");
// If we've reached here, the player still has lives remaining, so respawn.
respawnPosition = Respawn.currentRespawn.transform.position;
Camera.main.transform.position = respawnPosition - (transform.forward * 4) +
Vector3.up;
// reset camera too
// Hide the player briefly to give the death sound time to finish...
SendMessage("HidePlayer");
// Relocate the player. We need to do this or the camera will keep trying to focus on
the (invisible) player where he's standing on top of the FalloutDeath box collider.
transform.position = respawnPosition + Vector3.up;
yield WaitForSeconds(1.6);
LevelStatus
Here is the assembled code for the LevelStatus script:
120
levelGoal: GameObject;
unlockedSound: AudioClip;
levelCompleteSound: AudioClip;
mainCamera: GameObject;
unlockedCamera: GameObject;
121
HandleSpaceshipCollision
Here is the assembled code for the HandleSpaceshipCollision script:
function OnTriggerEnter (col : Collider)
{
playerLink=col.GetComponent(ThirdPersonStatus);
if (!playerLink) // not the player.
{
return;
}
else
{
playerLink.LevelCompleted();
}
}
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