Placeholder Image

Subtitles section Play video

  • What is up, guys?

  • Fire here from awesome dudes that come.

  • Let us now import the assets for our new game that you are going to create.

  • As you can see, I have a brand new project.

  • This is a three D project.

  • So when you create a new project, check the check box or the radio button for three d Name your project.

  • Save it in any location where you want to save it and create it here.

  • I only have the scene's folder with my game placing, which is this scene right here, which is completely empty.

  • I did not import anything.

  • I was waiting for you to watch this video.

  • So now we're gonna go in our assets folder that you can Donald in the link below and select all of these assets that we have bonds, materials, models, prefab sounds and textures.

  • So drag and drop them right here inside of the Project tab.

  • And of course, we will need to wait for a unity to take mercy upon us and import all off these assets.

  • So let us wait one moment more.

  • None.

  • And and finally they are here.

  • So in this video, I'm going to set up our main or game plea scene.

  • And we're going to do that by going inside of the pre fabs folder.

  • And here we have our level.

  • And here it is.

  • I'm still going to drag and drop it here in the hierarchy panel.

  • And while our this is our level, I'm just gonna go here with my mouse and see it.

  • And this is our level.

  • Now, of course, it looks like it's a little dark, but now it's a bit wife again.

  • So I'm gonna go quickly inside off this a lightning tab, and I'm gonna unchecked this out to generate.

  • And the lightning tab is under window.

  • And then here you will see lightning.

  • And then you're gonna click on the settings which will open this tab right here.

  • It will probably be floating for you.

  • Don't you try?

  • If I can make it float?

  • No, Apparently not here.

  • Yeah.

  • Finally.

  • So it will.

  • Finally, it will probably not finally be floating for you like this.

  • I docket usually right next year to the inspector panel on my right side.

  • And when you select the lightning tab, you're gonna go right here inside or the bottom off this lightning tab and you're gonna unchecked this auto Generate.

  • Now, this altar generate notice here when I hover over it says automatically generates lightning data in the scene when any changes are made to the lining system.

  • This means if we take this directional light and if I even change until a bit So if I change the rotation from 50 to 71 it will re bake lightening it will try to simulate lightning.

  • And that takes time.

  • That's the reason why I have turned this off.

  • People try to rebuild the lightning settings, which will take a lot, a lot of time for us.

  • And we will need to wait.

  • Your computer will get hot sun and so forth.

  • That's why I am going to turn it off.

  • Now we are going to duplicate this direction light.

  • But first of all, for dis light, I'm gonna set the rotation to 10 like this and it already looks pretty nice.

  • And the intensity I'm gonna set it at one.

  • We consent in 1.5, for example, but one will do, and I'm going to duplicate it.

  • Some gonna quickly duplicated here and this is directional light one.

  • And also for this one, I'm gonna set the rotation for the Y axis at zero.

  • So the position x zero position, Why is 30 Station zero Rotation X is 10.

  • Why?

  • Zero and Z is zero.

  • This is for our directional light.

  • One for our direction.

  • Like to sit this one right here.

  • I'm going to set the Y rotation at 43.

  • And do we want to set here 0.3 for the intensity or something like this?

  • Because now we're casting shadows here on the side.

  • And of course, this all depends on the intensity.

  • It depends on the lightning.

  • I can also pump up the intensity which will be something like this, which is something you used to kill vampires in your game.

  • Anyways, I'm not gonna go too much into lightning because it is a separate topic on its own.

  • I talk about this in the ultimate game development academy in ah whole section with a brand project or Banyu project.

  • So ah, separate project for talking about lightning, demonstrating how lightning works.

  • So it's a separate topic for itself.

  • But here I've just used this direction of light.

  • I can actually remove this one so we can leave it at one.

  • You can play with intensity if you want to you.

  • But I will leave it at one.

  • And the rotation is perfect.

  • I have turned off the duplicate buying away and it looks nice.

  • It looks pretty nice by going the game.

  • This is how it looks like.

  • And by the way, for the main camera.

  • Here it is.

  • The Z axis is going to be zero.

  • The why access is going to be one.

  • Something like this.

  • And also the far for clipping planes we descended.

  • It's 10 something like this.

  • This what I did for the clipping planes.

  • It will simply if I pump it up the attention to these parts right here.

  • Limoges demonstrate.

  • Which parts do I mean?

  • Come on.

  • Highlight tool where it is.

  • Here it is.

  • You see this from camera?

  • This right here.

  • This right here.

  • Like what the camera is seeing.

  • So pay attention to that.

  • If I take my clipping place and place that far, it means it will see as long as the camera is stretching.

  • You see as long as the cameras stretching.

  • We don't need that much.

  • We only need 10 to stretch the camera right here where our plane is or our game field is.

  • And this looks pretty nice.

  • This looks pretty nice.

  • I'm pretty satisfied with this, so we're not gonna touch this anymore.

  • But we are going to go in, create our snake, and I am going to right click here and create an empty game object like this.

  • 000 on this game.

  • Object is going to be our snakes.

  • I'm going to name it.

  • Snake Now for our snake.

  • We need to filter for our mesh, which is our eyeball mesh.

  • And here it is, Eyeball.

  • I know I'm using an eyeball for our snake, but hey, nobody's perfect.

  • So don't judge me.

  • And I am simply going to take this eyeball and put it here inside of our game.

  • And we already see it is casting shadows.

  • Let me just clear this council and here it is.

  • This is our eyeball.

  • I'm going to take this one.

  • The child one.

  • I'm going to remove this one, which is the parent one, and I'm going to put it as a child under our snake.

  • And let me just position so 000 for our rotation.

  • I'm going to see, hear or said it.

  • Negative 19.

  • So negative 90 0 for the Y, 180 for the Z for our skill 11 and one.

  • And by the way, are snake here.

  • We need to set the Z axis.

  • Let me just 5.8.

  • Something like this for 5.8.

  • So now it is visible.

  • And for our eyeball, which is going to be the head of the snake.

  • So here, I'm going to say head, I'm going to set it to 0.12 point 12.12.

  • And I'm saying I'm going to set it to point all.

  • But I'm setting the scale.

  • I did not said what I'm going to set.

  • I'm going to set the scale, so select it and the skill is going to be 1.12 1.12 1.12.

  • Now, this is for the head of our snake.

  • We are also going to duplicate the head and I'm going to put it here.

  • And this one is going to be our node one.

  • I'm going to name, note and let me just move it right here and this note.

  • I'm going to say it's 0.1 point 1.1.

  • It needs to be smaller than our head.

  • And let me just duplicate it one more time.

  • And I'm gonna put what a note.

  • As a child of our snake parent game object.

  • In this note, I'm going to put it somewhere here, something like this.

  • Now that another The other note.

  • You couldn't move here.

  • We just moved the low.

  • So let me just put this one little bit closer to our snake.

  • Yeah, this works pretty nice, and the last one is going to be our tail.

  • So this is why I have removed this one, or this one is going to be our tail and for the tail.

  • I'm quickly going to add us Fear Collider, and I'm going to attach a rigid body on it.

  • So attach a sphere collider on this game.

  • Object this one that we named Tail and attach a rigid body on it now unchecked.

  • This used gravity because we don't want to use gravity and duplicated one more time.

  • I'm going to rename it to simply tail and put one of these as a child off our sneak.

  • Now Let me just zoom in and for our tail here.

  • I'm going to set it in 00 and position it here something like this.

  • So we're gonna position it to be as a tale of our snake and for this one, we're going to save it in prefab.

  • So I'm gonna go here and create a folder that I'm going to call Snake and inside of the snake folder I'm going to drag and drop this tale.

  • And now we can safely remove it so tale can be removed.

  • And now this is our snake.

  • If I go into game police and you see this is our snake.

  • So the tail is here.

  • It has a sphere collider and a rigid body.

  • The note can also have or it needs to have a sphere collider.

  • But we can on check it for this note.

  • So for the 2nd 1 the one after the head, we don't need this fear collector to be checked.

  • And the rigid body we are also going to add it and uncheck used gravity by the way, for the tail.