The goal of this project is to simply get acquainted with a powerful tool for creating interactive virtual environments. The tool you will use is called Unity 3D, and while it is labeled a Game Engine, it is used for making a lot more than games. Essentially, you can use the engine to represent some version of reality or fantasy, which can be interacted with through a mobile phone, web browser or fully immersive virtual reality gear. The best way to learn is through exploration and trying to build something. There are a few things that you should learn first - listed in the steps below - but otherwise, you are free to make whatever you like. Sort of like playing in a sand box.
You should already have installed Unity 3D on your own machine before you start. If not, you get the latest version from the Unity 3D download page. Make sure to check the “Web GL Build Option” when you install. If you forgot to do that the first time, run the Unity installer again, un-check those things you already installed, and just pick the “Web GL Build Option”, it should then get added to your current installation.
MainCamera
, giving you a point of view into the environment you are constructing, and the DirectionalLight
, which illuminates all objects from a particular direction (the position of the light source does not matter, only its orientation). Now add a third object, which will serve as your ground. From the main menu select GameObject→3D Object→Plane, this will add a large flat object to the scene. If you now select your Main Camera
object from the Hierarchy panel, you may see from the little Camera Preview pop-up window that this ground is too far away or not even visible due to the relative position of these two objects. You can place objects precisely in the world by adjusting the Position
property of the object in the Inspector pane. From Hierarchy select Main Camera
and then in the Inspector give the camera the position (0,1,-3) in the Transform component. Now select the Plane
and give it the position (0,0,0) and a scale of (10,1,10). You should now be able to see the ground in the camera preview. Press the Play (in the play control panel above the scene) button to confirm that when you run your environment you will see the ground below you and the sky behind it. Press the Play button again to stop running the scene (there is no stop button!).Directional Light
object you already have in the Hierarchy panel, and play with its orientation to see how that changes the way things look. To see the changes to lighting in the Scene tab itself, you can press the little Sun icon in the bar above the scene view. You can switch between position (straight-arrows in a cross) and orientation (two round arrows) manipulation of objects in the tool-bar right above the Hierarchy panel. Bring in more objects, both lights and geometry, and experiment with their placement (manipulating them in the scene view) and properties (through the Inspector panel).Directional light
and change the Shadow Type
property to Hard Shadows
or No Shadows
. Feel free to play with other settings and choose something you are pleased with.Assets→StandardAssets→Characters→FirstPersonCharacters→Prefabs
and you should see that it contains two “pre fabricated” (Prefabs) character controllers. Drag the FPSController
onto your plane in the Scene view (it will get added in that location and also appear in the Hierarchy view. You then have to position this object such that it is standing on top of your ground and facing your other objects. When you press Play you can now walk around your environment in first person. It is now ok to delete the Main Camera
object from your Hierarchy view, as the character controller already contains a camera.NavyGrid
and drag it onto your plane in the Scene view. To adjust the scale of the texture, make sure the plane
is selected, expand the NavyGrid
material in the Inspector panel and change the tiling
parameters under Main Maps.FPSController
object in the Hierarchy to reveal the FirstPersonCharacter
sub-object. Select it. Use the Add Component button in the Inspector view to add a new Image Effect below the Camera
.The grading will be in two parts, first part will simply check to see if you have successfully made use of the basics presented above. Here is a check-list of things that need to work and be included:
If all of these things are in working order, then you will start with a grade of 8 (80%). You can then receive from 0% to 20% in additional points for the creative part of the project (25% on very rare occasions). For example, if you make something fun, enjoyable, thought provoking, surprising, hilarious, beautiful or scary, you have managed to go beyond simple geometry and started to shape an experience. The magnitude and quality of that experience will contribute to the creative points.
Do the following to hand the project in: