Before we jump back into the first Unity tutorial, I wanted to go over some things I forgot to mention last week.
That is...I finally figured out the view controls for Unity! The problem was I clicked on one of these spokes shown below, which then takes the camera perspective and places you directly facing that axis direction. So the green spoke with a 'y' on top, will give you a birds eye view (above the center of origin) of everything down below. If you click on the blue 'z' spoke or red 'x' spoke, you'll get a side angle view.
view axis controller
y-axis view
x-axis view
z-axis view
negative y-axis view
Now my biggest concern was when you switch into these views, there is no obvious way of going back to the way you were viewing before, such as looking down but an an angle (this shows more of the scene). It took a massive amount of clicking to figure out that you had to select the camera and then double click on a Mac or right click on regular mouse that turns the cursor into an eyeball. Then you can drag that 'eye' in any direction until you reach your preferred viewpoint.
Why didn't I just google what the controls were for adjusting the view? This felt like an intuitive problem and I wanted to figure it out on my own. Sometimes I'm stubborn like that.
Today we are picking up from section Collecting the Pick Up Objects.
Things that we would play around with include setting a trigger to our game objects, so when you collide with them, they are set as inactive and removed from the scene.
Some other things that were changed in the tutorial include the following...
Script side functions for player script:
-CompareTag
-SetActive
Dashboard side, check off box:
-IsTrigger
Add Physics component to our Pick Up prefab:
RigidBody
-Gravity
-Kinematic
Things that we would play around with include setting a trigger to our game objects, so when you collide with them, they are set as inactive and removed from the scene.
Some other things that were changed in the tutorial include the following...
Script side functions for player script:
-CompareTag
-SetActive
Dashboard side, check off box:
-IsTrigger
Add Physics component to our Pick Up prefab:
RigidBody
-Gravity
-Kinematic
Afterthoughts:
Now when thinking about how am I going to apply this knowledge from the tutorials, to creating a game that many users can play, some questions occur:
When you are creating a game, are you generating everything on one scene? Or are you maybe tying together separate scenes?
For example, you are in a room with closed doors and opening one door will cause a loading screen and then it call another scene to open.
There are so many different kinds of video games out there. I would think they are all programmed quite differently.
I'm thinking of large mapped regions and how to program the game in a way that doesn't bog down the server and cause delays or even crashes.













