UNITY
- ep3g19
- May 26, 2021
- 2 min read
Understanding how to use Unity
I will be researching and learning today to train myself ready to finalise the game structure in Unity.
REQUIREMENTS - It is my responsibility to finalise the game structure of the vertical slice, taking into consideration composition and the rule of thirds. My research into this can be found in my Blogs section.
In order to do this I need to understand the basic structure of Unity, including creating a 'custom level', the hierarchy and asset folders.
"HOW TO MAKE A 2D GAME IN UNITY"
NOTES:
Scene View > 2D Mode
Tile set used to separate assets (Sprite sheets)
Move, rotate, adjust scale of assets
Modify/custom levels
Separate assets into different files e.g. Environment, Foreground and Background assets.
Drag assets into the Edtior.
Switch to camera view to view the scene from a player perspective.
Sprite Renderer - Sorting layer to add a new layer and name them according to the placement of assets.
In our case, Kiera is working on coding assets in-game therefore I will only be required to adjust the arrangement and placement of them.
Sorting layers are most important - making sure each asset is on the correct sorting later.
Adjust layer to bring assets forward or backwards.
Keep Z axis on 0.
TAGS AND LAYERS
RESEARCH LINK: https://docs.unity3d.com/Manual/class-TagManager.html



HOW WILL I USE THIS?
COMPOSITION & ARRANGEMENT
As our top priority is focusing on achieving an appealing and satisfying gameplay environment for players, I must consider the composition of assets and the way I arrange them. In previous posts, I have looked at composition and the 'Rule of Thirds' to achieve an appealing image/landscape mockup. I will use this during my scene mockups and final structure in Unity.
To achieve our proposal and team goals, I have also previously looked into the Colour Theory to ensure we use the best colour combinations in the environment, taking into consideration their associations/connotations, and the moods they convey.
Additionally, I will use the features in Unity to ensure I place assets on the same layer and to keep things separated in order to differentiate between them. The sorting layers will become useful when arranging the background depth which is part of the Parallax Scrolling environment. To achieve depth in the scene I must layer assets such as clouds, huts and mountains to appear as though they are distant from the player.
Here is a basic scene mockup which I will be using to assist my game structure:

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