This week we looked at the Environment asset pack and the creation of terrains.
Terrains are, at their core, nothing more than a grayscale image (shades of black & white) where the colour values are interpreted as representing heights. Black is is interpreted as zero height, white is interpreted as maximum height (as defined in the terrain’s properties) and every shade of grey in-between represents an intermediate value. The terrain editing tools provides brushes in a variety of shapes to raise or lower the terrain as desired.
Terrains in Unity don’t just allow us to define their heights. They also allow the painting of the terrain with a combination of different textures. In the Environment asset pack there are a selection of useful textures for painting a natural looking environment. These are a grass texture, several rocky textures and a sand texture.
Trees and grass are also enclosed in the Environment asset pack. These are also painted onto the texture with a brush, or in the case of trees, autofilled to a requested total number.
Once we had our terrain built, we added a character controller from the Controllers asset pack to enable us to walk around in it. We finished the session experimenting with the water prefabs that come with the Environment pack.
Please note that I won’t be at Dojo next Saturday (4th Feb 2017). Nonetheless, you are welcome to attend and join another group for the day if you wish to do so.
This week, in a fun and pretty free-form session, we looked at the Unity standard assets packs to get an appreciations of the wealth of valuable content they contain.
We looked first at the Characters asset pack and tried the first-person, third-person and car controllers.
We also used the Prototyping pack to place some basic house shapes and other basic level layout in our scene.
Finally we played around with some of the effects in the Particles pack to see what was available there.
Next week we will continue with another a session in a similar vein and explore the Environment assets pack and the creation of terrains to model exterior spaces.
All ninjas are encouraged this week to play around with the standard assets, time permitting, and we may look next week at anything you’ve managed to create.
This week, despite a small group, we finished off the Pin Bowling game. After Christmas we’ll move onto a different game – most likely something 1st person in design.
UI Elements – Text and Buttons
We added two UI Text elements to our game and aligned them to the top left and top right hand corners respectively. One is used for showing the current score and one is used for showing the number of shots remaining. Note that when we add UI elements, Unity automatically adds a Canvas and an EventSystem for us.
UI elements don’t have a standard Transform component, instead they have a RectTransform component which is used to describe their position within their Canvas. To align to a particular location we click on the square below the words “Rect Transform” and select how we’d like to align within the Canvas by clicking one of the options while holding the Shift and Alt keys to set both the pivot and position.
This week we finished off texturing our bowling pin model in Blender and then imported it into Unity to use in our game.
UV Unwrap
We started by loading our existing bowling pin model with seams already marked.
The process of unwrapping a 3D model is similar to peeling an orange and pressing the skin flat. The seams we marked are like cuts in the orange’s skin. When we peel it, the pieces between the seams come out separated.
To unpeel the model we entered Edit Mode (TAB key), selected the entire model (A key) and chose UV Unwrap | Unwrap from the Mesh menu. Notice that we don’t see impact of this until we switch to the UV/Image Editor
Switching to UV/Image Editor
Our main panel is normally in 3D View mode. To start working with our texture we click on the icon to the left of the menu options and choose “UV/Image Editor”.
When we change mode we see a flat image with our model split apart and spread out into flat sections. Each of these sections represents a part of our model between a set of seams.
This week we did some basic modelling in Blender. Blender is a very powerful 3D graphics package that is free and open-source. It is supported across all major desktop platforms.
Blender is so large and fully featured that it can be quite intimidating to learn. Knowledge of a few shortcut keys for common operations can really improve the experience of working with the program. We were indebted to Giuliano D’Angelo’s wonderful Blender shortcut infographic for providing us with some quick reference in this regard:
The first thing we covered in Blender was moving about. Practically speaking, Blender requires a three button mouse to operate. In Blender the middle mouse button (MMB) is used to control the view. Used on its own, it tilts the camera. When used with the SHIFT key, it pans the camera instead. CTRL and the MMB are use to zoom, but this is also more often achieved by scrolling the mouse wheel.
Object Mode and Edit Mode
We used Blender in two modes: Object Mode and Edit Mode. The TAB key can be used to switch between these. In Object Mode we can create, select and reposition objects but we cannot do any detailed editing on them. In Edit Mode, we can do any detailed editing we require on the currently selected object. Note that selecting items in Blender is done with the right mouse button (RMB).
This week we worked on random pin placement for our game. We updated the existing PinManager component to randomly (as opposed to regularly) place a number of pins into the scene.
Arrays
An array is a way for a variable to hold more than one value. It’s a a very useful concept in programming; complex programs would be practically impossible without them. In C# arrays are declared as follows:
The first line creates a one-dimensional array called nums which has four entries: nums[0], nums[1], nums[2] and nums[3].
The second line creates a two-dimensional array called grid. Note the size in this case depends on the values of the variables rows and cols. The first entry is grid[0,0] and the last is grid[rows – 1, cols – 1]. The total number of locations in this array is rows * cols.
This week we spent some time adding sound to our game.
Recording
We needed a rolling noise and a falling pin noise. I worked on these sound at home.
To get a rolling sound, I recorded several different objects rolling, but settled on a roll of duct tape rolling across a wooden table top. It had the pace and tone I was looking for. For the falling/impact sound, I recorded a wooden muddler (visible above the duct tape above) falling over on the same wooden table.
The sound clearly had quiet portions at either end and the sound ramped up and down either side the relatively steady portion in the middle. We selected a reasonably steady central portion of the sound and removed the rest.
This sound was intended to loop seamlessly. Normally the start and end of a sound don’t line up well and there’s a clear point at which the loop starts again.
A useful property of this rolling sound is that sounds much the same backwards as forwards. We were able to take advantage of that to produce a smoothly looping sound. We copied the sound, pasted it to a new track, reversed the new track and mixed them together. This meant that either end of the new sound was identical and the looping was seamless.
With the impact sound, the process was simpler. The recording had a lot of silence at either end and an impact noise with two peaks:
This had resulted from the muddler bouncing after the initial impact and coming down a moment earlier to hit the table a second time.
Since we only wanted a single impact noise, we just cut the sound to exclude the first impact.
In both cases these audio files were exported from Audacity as WAV files for use in Unity and we placed them in an Audio subfolder of our project. The edited files are here.
Adding The Sound Files To Our Game
We first worked on adding the rolling sound to our sphere. We wanted two things:
The sound should be louder as the sphere rolls faster
The sound pitch should rise as the sphere rolls faster
To provide a place for the sound to play from, we added an AudioSource component to our sphere and assigned the Rolling sound to it’s AudioClip property. We also made sure that the volume was set to zero and the “Play on Awake” and “Loop” options were both selected.
In our existing PushSphere script, we added two new public properties:
Finally, in the Update() method, where it will be called every frame, we set the AudioSource’s pitch and velocity based on the sphere’s speed (a.k.a. the magnitude of the velocity):
We then tested the game. We found that the rolling sound is pretty quiet and isn’t always that apparent, but I was able to clearly hear it at home.
For things that make a sound when the sphere impacts them, we created a new script called SoundOnImpact. The code in this is very similar to the new code we added to PushSphere and it’s here in its entirety:
using UnityEngine;using System.Collections;using System.Collections.Generic;publicclassSoundOnImpact:MonoBehaviour{publicfloatVelocityVolumeFactor=0.1f;publicfloatVelocityPitchFactor=0.1f;privateAudioSourceaudioSource;//Usethisfor initializationvoidStart(){audioSource=GetComponent<AudioSource>();}voidOnCollisionEnter(Collisioncollision){audioSource.volume=collision.relativeVelocity.magnitude*VelocityVolumeFactor;audioSource.pitch=collision.relativeVelocity.magnitude*VelocityPitchFactor;audioSource.Play();}}
Note that the code assumes that the game object this is attached to has both an AudioSource component and a collider of some kind. When a collision is detected, the sound is played. The volume and pitch of this sound are proportional to the impact velocity, in a manner similar to before.
We attached this script, and an AudioSource component, to both the walls and the pin prefab.
This week we worked on getting input from the user and making the game react to it.
InputManager
Unity has a build in system for handling user input. The InputManager can be found under the Edit|Project Settings|Input menu:
The Unity input system is based on the concept of “axes”. The game request if there is input on a specific axis, giving the axis name. What that means in terms of button presses, mouse or controller input depends on the settings in the InputManager. Axes have a value that ranges from -1.0f (full negative, if negative values are allowed) through 0.0f (no input) to 1.0f (full positive).
Pre-defined Input Axes
While the game programmer can define as many input axes themselves as they like, Unity come with many common ones built-in. The first two shown above, called “Horizontal” and “Vertical” are commonly used for movement. The third “Fire1” is usually used for shooting.
We redefined “Fire1” from it’s default key (Left Ctrl) to bind it to the space key instead.
Updating the Code to Detect “Fire1”
We originally had a force applied to our ball in the “PushSphere” script as soon as the game started. We modified the code so that in the Start() method all we did was to retrieve and store the Rigidbody component. In the Update() method (called every time the game draws) we ask if there’s been any input on “Fire1” and only if there has, do we apply a force to the ball:
using UnityEngine;using System.Collections;publicclassPushSphere:MonoBehaviour{publicfloatPushStrength=1.0f;privateRigidbodyrb;//Usethisfor initializationvoidStart(){rb=GetComponent<Rigidbody>();}//Updateiscalledonceper framevoidUpdate(){floatfire=Input.GetAxis("Fire1");if(fire>0.0f){rb.AddForce(Vector3.back*PushStrength);}}}
Before proceeding, we ran our game and tested to ensure it was working correctly.
Moving Our Aimer
The aimer was rotated using input from the horizontal axis. We added a script called AimerController to our Aimer game object. A public property called RotateSpeed gives us a way to tune the speed our our aimer. We don’t need anything in the Start() method, and it’s been removed here for clarity. The Update() method looks for input on the “Horizontal” axis (which maps to the left and right keys) and applies a rotation to the Aimer’s transform using the following logic:
amount to rotate = speed of rotation * user input * time
User input here will either be -1.0f, 0.0f or 0.0f. This equates to rotate in a negative direction (anti-clockwise), don’t rotate or rotate in a positive direction (clockwise).
using UnityEngine;using System.Collections;publicclassAimerController:MonoBehaviour{publicfloatRotateSpeed=1.0f;//UpdateiscalledonceperframevoidUpdate(){floathoriz=Input.GetAxis("Horizontal");transform.RotateAround(transform.position,Vector3.up,RotateSpeed*horiz*Time.deltaTime);}}
Note that we’re rotating about the vertical axis and the rotation is centred around the aimer’s position.
Linking the Aimer and the Sphere’s Direction of Fire
To link the aimer’s with the sphere’s direction of fire, we needed to provide the sphere with a new public property which could store a reference to the Aimer’s game object:
publicGameObjectAimer;
We then simply had to update the AddForce call, in the Update() method, to take the aimer’s direction into account:
Note that we had to also multiply by -1.0f as the ball was initially going opposite to the direction we wanted.
Prefabs
Prefabs are objects, or collections of objects that we want to re-use multiple times. To create a prefab, all we need to do is to drag an object from the Hierarchy to a project folder. We made a prefab of our pin by doing this. Note that prefabs show up blue in the hierarchy to mark them out. When the prefab is changed, all copies of it in the hierarchy are updated as well.
Automatic Creation of Game Objects at Run-Time
Once we created our pin prefab, we worked on adding pins automatically into the game a run-time.
We added a new empty game object and named it PinManager, we then added a component to it of the same name. This script was given a public property, of type GameObject, to store a reference to the prefab. In the Start() method, we use two loops to place nine pins automatically into the scene, using the Instantiate() method:
using UnityEngine;using System.Collections;publicclassPinManager:MonoBehaviour{publicGameObjectPinPrefab;//Usethisfor initializationvoidStart(){for(intx=-1;x<=1;x++){for(intz=-2;z<=0;z++){Vector3pos=newVector3(x*2,0.5f,z*2);Instantiate(PinPrefab,pos,Quaternion.identity);}}}}
Note that there are several versions of the Instantiate() method. The version we’re using allows us to specify the position and rotation of the newly created object. A Quaternion is variable type that can store a rotation. Quaternion.identity simply means “no rotation”.
Testing
Project File
The latest project files can be downloaded from here.
This week we started our first game in earnest. Let’s talk about the design and the steps we took to begin implementing it.
Game Design
The game involves a simple play area with pins. The players tries to knock down the pins by controlling the direction and force at which the ball is projected. The number of pins knocked constitutes the score. The game shares element of classic games such as pinball, bowling and skittles, to name a few.
Setting up the play area
To establish the play area, we used a plane (for the ground) and four cubes stretched to size to provide the walls:
Because we don’t want gaps in our walls, we’ve been careful to be precise with the positions of everything.
Applying a Force to our Sphere
We added a sphere to our scene and made sure that it had a RigidBody body component. The RigidBody component makes it so that the physic engine takes care of the movement of the sphere.
To test adding a force to the sphere we added a temporary script to the sphere and had it add a force to the RigidBody as soon as the game starts.
Immediately it was clear that the force was too weak, so we added a property to the script which allowed us to scale the force. In testing 1000 proved to be a good value. Here is the script:
using UnityEngine;using System.Collections;publicclassPushSphere:MonoBehaviour{publicfloatPushStrength=1.0f;//Usethisfor initializationvoidStart(){Rigidbodyrb;rb=GetComponent<Rigidbody>();rb.AddForce(Vector3.back*PushStrength);}//Updateiscalledonceper framevoidUpdate(){}}
We also experimented with creating a physic material and assigning it to the sphere. Different levels of friction and bounciness give different behaviours.
Testing With a Single Pin
To test the sphere colliding with a pin we added a single cylinder to the scene. Like the sphere, we made sure it had a RigidBody component attached to it. When the game started the ball shot forward and knocked the pin, as we’d hoped.
Aimer
To aim our sphere and control the strength of our shot, we created an aimer. The aimer is composed of an empty object containing two cylinders, one pointing forwards and one pointing crossways.
We didn’t want the aimer cylinders interacting with anything so we made sure to remove the colliders from the cylinders.
We also wanted the aimer to be partially transparent so we created a new material, setting the Rendering Mode to “Transparent”, choosing a colour from the Albedo colour picker and setting the Alpha value to a value less than 255.
Project
Updated project files for this week’s project can be found here. This requires Unity Version 5.4.1f1 or later.