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Lab 3: Indoor Environment

Goal

The goal of this lab is to create an interactive indoor environment, with some puzzle logic implemented in C#.

Preparation

  • You should retrieve the scripts that were demoed in class. They are all available here: VIEN-ScriptsDemo4.zip. Note that they won't run in your project (unless the rest of the project happens to be exactly the same), but you should be able to adapt the code to your purposes in this lab.
  • You should import “Robot Lab” from the asset store if you haven't already. It contains some nice prefabs and materials (e.g. for walls and floors) that you may want to use.

Documentation

Procedure

  1. Floor, Walls and Ceiling You can use any method you like and construct any layout you wish. The requirement is simply that you have a fully enclosed indoor environment - and that it is in the appropriate scale (e.g. a person needs to fit in there and move around freely). Here are some useful tips:
    1. You can use Planes for floors and ceilings, and Quads for your walls (2-3 meters is a good height for walls).
    2. Both planes and quads are single-sided (there is no thickness to them and the polygons that they are made from have one front facing side)
    3. Use the Transform component of your building blocks directly to type in exact values for Position, Rotation and Scale'. That way you ensure things line up. - Use Ctrl-D to duplicate a GameObject (e.g. a wall segment). - Hold down Ctrl to manipulate objects in a snap-to-grid mode. - Lights Insert some Point Light sources, which provide some realistic localized lighting. - First Person Controller Insert a First-Person Controller game object and test out your layout. You may want to adjust the Height property of the Character Controller component and/or the Max Forward Speed of the Character Motor component to provide the right sense of scale in the environment. - Door(s) Identify one or more wall panels as doors. Give them a different visual appearance and name them uniquely (e.g. Door1). - Scene Hierarchy You may notice that your Hierarchy panel will quickly fill up with rather static game objects, such as walls. It is a good idea to gather such static scenery objects under new parents in the hierarchy. This allows us to quickly reposition them together as a single object, and also reduces the clutter. Create a new parent object through GameObject→Create Empty and then drag and drop all your walls, floor and ceilings (you can multi-select by holding CTRL or SHIFT) onto that new parent. Rename the parent as something that describes the group, e.g. Room''.
  2. Puzzle Objects Add
  3. Door Opening Mechanism
  4. Puzzle Logic
/var/www/cadia.ru.is/wiki/data/attic/public/t-vien-14-1/lab_4_materials.1391597593.txt.gz · Last modified: 2024/04/29 13:33 (external edit)

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