After learning how to upload games to the web, I’d like share something a little special (to me at least).
This dragon flying game is now available free on itch.io. It’s the same one I had briefly shown back when I started writing these articles.
This is a project I had worked on a few years ago, for about 4 months. I eventually stopped because going any further with this was far beyond the skills possessed at the time. …
Objective: use a dolly track to created an animated camera shot.
To create a dolly track, we use the Cinemachine menu at the top of the screen.
This creates dolly track and virtual camera objects in the hierarchy. If we already have set up a virtual camera, we can just delete the one that is automatically created.
Objective: use the timeline and animation tools to animate the camera.
First we’ll add a new animation track to the timeline.
We want to use this track to animate the over-the-shoulder camera, so we drag that camera from the hierarchy into the new track.
Objective: learn how to use the timeline window in Unity.
The timeline window is accessed from the window toolbar at the top of the screen. Select Window -> Sequencing -> Timeline
After activating the timeline window, it’s a good idea to adjust the layout. We can put the timeline underneath the scene and game view like so:
Objective: learn how to use Cinemachine to create camera shots for cutscenes.
We can download Cinemachine from the package manager, and once it’s setup in the project, we can create virtual cameras using the Cinemachine menu at the top.
We can move a virtual camera around the scene, and the game view will match with what the camera is pointing at.
Objective: explore two ways to create reflections in a Unity scene.
The main ways to create reflective surfaces in Unity is either by using Reflection Probes or using a Screen Space Reflection in Post Processing.
First, lets take a look at Reflection Probes. We can create them in the same menu as a light probe group.
Here’s the scene before adding a reflection probe.
Objective: learn how to create a background for a scene, using a custom skybox material.
All scenes in unity have a background that is displayed by default. Usually, it is this generic blue sky, grey ground, and horizon.
However, we can use a custom skybox material to change this. We can create a new material and use the6-Sided Skybox shader.
Objective: learn how to use light probes to pass light data to dynamic objects.
In this scene, the lighting data is baked into the static objects. This allows for much more realistic lightning in the scene. For example, this glowing cube creates a slight glow on the ground beneath it. However, that glow is “baked in” and will not move with the object.
In order to change the light data so the ground is update with the new position of the cube, we would have to go to the Lighting window and click Generate Lighting. …
Objective: learn how to create a transparent surface.
In the scene we worked in last time, we have two windows with mostly matching materials, but the glass of one of the windows isn’t transparent. To actually create a glass window, we need a transparent material.
Achieving this affect is easy enough. We can create a new material and change it’s rendering mode to transparent. This will allow any camera to be able to see any objects or environment on the other side of the surface.
Objective: learn how to create and use materials in a 3D environment
Today we’ll be created a new cinematography project, using The Great Fleece asset package as a starting point. This includes a finished scene which can be used to reference what we are working toward.
For now, we’ll start with a basic, unfinished scene and learn how to make incremental to the game objects in order to create this work of art.