![]() If you take a look at the Game view, you’ll notice there’s nothing there except for a dark gray background. Textures: A folder containing image files that are used as the textures for the 3D models.ĭouble-click the Weapon-Forge scene file in RW / Scenes to open that scene in the Unity editor.Sounds: This folder holds the sound effect used when creating ammunition.The next chapter covers scripting in more detail. Scripts: A folder containing a few scripts to get started.Scenes: A single scene sits in here - the Weapon-Forge scene, which you’ll be working in.Prefabs: This folder holds all the prefabs for the scenery and pre-assembled GameObjects.Music: A music track used for the background music lives in here.Models: This folder contains all 3D models used in this chapter.Materials: A folder containing the material files that hold the data for what a 3D model should look like.Fonts: This contains the font used throughout the book for UI elements.You can look at them in the Project view. ![]() These assets are categorized per type in a folder called RW. The starter project comes packed with several assets for you to use. For this book, any recent version of Unity LTS 2020.X will work. To fix this, select an available version using the Unity Version drop-down on the right side of the project name. This is because every project is tied to a specific version of Unity. Note: You may get a warning that you don’t have a particular version of Unity installed on your machine. The project should load up in less than a minute. Now, click the name of the project to open it in Unity. This will add the project to the top of the list. With Unity Hub opened, click the white Add button at the top right, navigate to the projects folder for this chapter and select the Chapter 3 Starter folder. The easiest way to do this is to start up the Unity Hub application first. To kick things off, you’ll need to know how to open an existing Unity project. You’ll also learn the basics of prefabs, which act as GameObject templates and allow you to effortlessly spawn instances of a GameObject into a scene. These components add logic and functionality to your objects. While creating the game, you’ll learn all about GameObjects, the building blocks that can represent just about anything from lights and scenery to NPCs by attaching components to them. In this chapter and the next, you’ll create your first playable project - a small clicker game - from the ground up! In this game, you’ll construct forks and skewers using an ammunition machine for the tank to use in one of the later chapters. Now that you’ve learned how to install Unity and navigate around the editor, you’re ready to create something of your own. This chapter will focus on the Hierarchy, the Project window and the Inspector - and how to use them together to create a game. (works to this point) I then try MyNewGameObject.sizeL however sizeL is not exposed and not something that I seem to be able to get.In the previous chapter, you learned about the windows and views you’ll use throughout this book. GlobalVariables.TimeOfDay for example of I was storing the timeofday this way. Normally I can direct reference them by calling the script name and then the variable name. In the script of the object I defined these basic variables as "public static float sizeL" and sizeW. So what I want is to instantiate the object, get the L & W from it and then feed that back into the mouse movement "grid" so I can allow for finer placement on smaller objects and coarser placement on larger objects and eventual checking to see if it will fit in the chosen location. However the movement "grid" assumes all objects are the same size right now. The idea was to instantiate an object, move it around with the mouse and the click to place it. So part of the script of each item also contains things like the width and length (in playing field squares) that the object needs. However when the player is placing a light or a mailbox the amount of space on the playing field that each uses varies substantially. The player gets to place as many of these objects as they can afford. A light prefab with a script which handles when to turn the light on or off. A mailbox prefab with a mailbox script which handles if a letter is placed in (on) it. For example a car prefab with a car script which does movement. Not sure if this is the correct approach however what I'm looking at is many prefabs (one for each thing in my game) and each one having an attached script as they will do different things.
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