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Marsog ago

im interested, i subbed to v/unity for your future posts

I've been interested in making something with unity for a while now. but every time i sit down to do it i encounter problem after problem after problem. every solution feels like 1 step forward 10 steps back, so i go back to programming shit csv parsers in python.

if I could request one tutorial, it would be really general shit like "how to manage your unity project", "how to organize your project", how you build gameobjects and prefabs (do you stick the main camera on the player? or do you have multiple cameras and disable/enable them on the fly?)

theoldones ago

if I could request one tutorial, it would be really general shit like "how to manage your unity project", "how to organize your project"

this idea, i'll write down and cover in a full post

how you build gameobjects and prefabs

that depends, is it a prefab or a custom 3D model? in unity one of the drop-down menus lets you summon certain prefab shapes like a cube, plain or circle, etc. custom 3D modelling requires finding those files or making them yourself. any 3D model in the right format is valid

you can spawn in an object called an empty, which has no model, so therefore technically doesn't exist, but does exist in the code and gameworld. empties are what scripts are often run on, and measurement points set at. they're for functions you need hidden out of sight, or stuff/components you just need to be there

(do you stick the main camera on the player? or do you have multiple cameras and disable/enable them on the fly?)

"disable/enable them on the fly" yes, that's actually precisly what you do. a camera is either on or off, and has a component called an audio listener. audio listener is your audio feed, and more then one existing/running at the same time causes. apart from that though, yeah, there's multiples cameras and you turn them on or off.

copy down the following c# script excerpts

//calls and defines a group of cameras. these are set from the unity component screen

public Camera[] cams = new Camera[4];

...

//these 2 if-checks would toggle visibility between 2 cameras. make sure that only one camera is ever on at any given moment. ditto for audio listener component

if (cams [3].enabled == false){

cams [2].enabled = false;

cams [3].enabled = true;

}

if (cams [3].enabled == true){

cams [3].enabled = false;

cams [2].enabled = true;

}