13 September 2016

Shooting on Forward

After the completion of my first Unity tutorial, I felt eager to jump straight into the next one. This teaches the process involved to create a space shooter game, similar to the classic 'Space Invaders', which included a few assets including textured models, prefabs and audio files.

The ship with a capsule collider.

The rocket mesh was imported into the scene and a capsule collider was initially created and altered to fit around the ship. However a simplified version of the model was also available, so a mesh collider was used instead instead. In the settings, the 'Is Trigger' property was activated for later stages. A flame VFX prefab was also imported, becoming a child of the ship.

A preview of the VFX flame.

The gizmos for the VFX flame.


Three directional lights were created; the main light (similar to the Sun), a fill light and a rim light. When the background quad was created and textured, the lights affected the appearance of its texture, so the material's shader was changed to an Unlit Texture, allowing to simply display the texture without any lighting effects.

The ship model with lighting and an unlit background.

Although this is still an early stage into the tutorial, good progress has been made and I am remembering a lot of the processes involved for dealing with assets and the Inspector within Unity. I am aiming to complete all of the tutorials available before the course starts in October, so for now I will be pushing on with the Space Shooter.

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