In this session we will be using the asset store to create a full scene, no coding will be necessary. The scene will contain the following:
A complete First Person Controller using the Standard Assets by Unity Technologies.
The standard assets pack is a fantastic pack that include a lot of already built material. This material can range from particles (fire, explosions), water, controllers, models and many more. These are perfect for use when building and testing a game.
ProGrids by Unity Technologies.
ProGrids is a tool that assists with snapping objects in place, and extra gridding on the X and Z axis.
Environment prefabs allowing us to create our own levels with amazing prebuilt models and sounds.
Post processing Stack by Unity Technologies.
Post Processing allows us to modify the visuals of game. In other words, it makes our game look beautiful but it can greatly impact performance.
To get started open the Unity Game engine and create a new project. Once open, at the top of the screen click Window>General>Asset Store. Alternatively click Ctrl+9.
In the search bar, type: Standard Assets. Select the first one made by Unity Technologies. Download and import the whole file. Do the same process for Post Processing Stack and ProGrids.
Next, choose one of the following environment packs, download and then import it:
Sci-Fi Styled Modular Pack
Mega Fantasy Props Pack
If you would like to see more environment packs, click All Assets at the top left-hand corner, select 3D<Environments.
Now that we have all of our assets downloaded. Lets open our scene:
In the project window find your chosen environment pack that you have downloaded. Within you will find a folder called Example Scenes, open whichever scene you would like use.
Next, setting up ProGrids is very easy. Simply, click Tools>ProGrids>ProGrids Window at the top of the screen. You should have a small interface appear on the top left-hand corner of your #Scene window that looks like this:
If your scene has a controller/player in it, delete it, as we will be using the “RigidBodyFPSController” from the standard assets. This can be found in Standard Assets>Characters>FirstPersonCharacter>Prefabs>RigidBodyFPSController.
Drag and drop this item onto your scene. Once done, press play and check to see if it is correctly positioned.
With your controller now on screen, we can begin setting up the post processing. We are going to have to change a few setting before we add the component to the camera.
First we are going to disable unity’s default Anti Aliasing, to do this, at the top of the screen click Edit>Project Settings> Quality and on the right, click on the anti aliasing drop down and select disable from the list.
Next on our RigidBodyFPSController that we have placed in the scene, find the Main Camera game object. Once found you will see that it holds a Camera Component, and within this component find Rendering Path. Within rendering path’s drop down list select Deferred. Next, uncheck Allow MSAA and check Allow HDR.
Your camera component should now look like this:
Under all of the components on the camera object, click Add Component. Here, type Post-Processing Behavior and select the script that comes up.
In the project window we can now add a Post-Processing Profile by right clicking an empty space within the window and selecting Create<Post-Processing Profile. Give this item a relevant name then drag and drop it onto the script we just created.
Once done, double click the Post-Processing Profile in your project window.
Enabling the following works best for the sci-fi scene:
The tabs that are open are the ones that have had their settings changed.
- Create your own level using the prefabs provided. ProGrids will help a lot!
- Can you fill the scene with water?
- Play around with the post processing profile. Can you tint the scene with a shade of blue?
- Using the particles from the standard assets, can you set the scene on fire?
- Download other environments.
- Explore the asset store.