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Advanced Topics : Module 4

Unity Platformer

Tom P & Ian B

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01

GOALS

And what went wrong

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What Were Our Goals?

  • Establish basic platformer mechanics

  • Establish a point & click projectile

  • Use cel-shading

  • Explore 3D modeling

  • Explore 3D animation

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What went wrong?

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What went wrong?

  • Ambition

  • Unity & VS installs

  • Lack of preparation

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02

LEARNING

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Learning The Land

  • 3D Space – Z axis

  • Vector3 & Unit Vector

  • Properties & Mats

  • Movement & Scaling

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Comprehending The Code

  • Events, functions, and coroutines

  • Publics & [SerializedField]s

  • Components

  • Visual Studio

  • Scripts

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03

THE PROCESS

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The Movement System

  • Grid Based

  • Physics Based

  • CharacterContoller Movement

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The Collisions

  • Types of Colliders

  • Rigidbodies

  • CharacterController

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The Dash : Weirdly Problematic

Originally, we thought to add a force to push the player. Initially, this worked, though with complications. However, when we switched to CharacterController, it did not work at all.

AddForce()

Lerp()

The far better solution for our case. Uses linear interpolation (a + (b-a)*t) in a loop, in a coroutine, to quickly move the player to a predetermined dash destination, but not through walls.

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The Point & Click Projectile

  • Use Raycasting to pinpoint position

  • Use LineRenderer to draw indicator

  • Instantiate & Enable

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The Level

  • Basic platforms

  • Moving platforms

  • Dash under an overhang

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04

3D MODELING

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Learning Another Land

  • Blender

  • New axis

  • Vertices & topology

  • Shading

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Modeling

  • Adding objects

  • Manipulating planes

  • Modifiers

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Result

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Cel-Shading

  • Cellulose Shading

  • Shading Map

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Final Character

No shading

Cel-Shade 1

Cel-Shade 2

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05

CONCLUSION

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What Did We Learn?

  • Manage time

  • Resolve issues before class

  • Pick a reasonable task

  • Unity, Blender, and C#

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Thank You

END

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