![]() This tool can lead to some visually stunning effects with a similar look to Flash-type games. This is ideal for creating both levels and various other graphics. RageSpline - Create and edit smooth 2D vector-style graphics.Easily create tiles from texture atlases and build highly optimized levels. UniTile (2D Map Editor) - Another fantastic tile based editor which specialises with 2D graphics.You can control how painted tiles are transformed and can optionally be automatically oriented. You can create tiles using your favourite modelling software and then import them into Unity for use within tile systems. Rotorz Tile System - This is an extension that I created which aims to make it easier to design levels using 3D tiles.Here are just a few that are relevant to level design: It is well worth taking a look at what is available because there are some fantastic tools that can save a lot of time and hard work! There are a number of extension available from the Unity asset store that can make it considerably easier to create levels. When using this approach I did not encounter problems when updating meshes and re-exporting them. This will often use less memory than the previous approach, however the dynamic batching of objects may be more intensive. Compose your scene using the Unity editor by making the most of prefabs. Instead of creating and mapping the whole scene in a modelling package, create a selection of parts that can be reused. This may have been something that I was doing wrong though. ![]() I found that on several occasions components (and component properties) that were assigned to sub-objects with the Unity editor get lost. ![]() The only major problem that I found with this approach was with regards to changing and re-exporting the level. Whilst levels created using this approach will generally require more memory at runtime, this can lead to improved rendering performance. I have also found it particularly useful to group objects using named empty objects this avoids having to scroll through a very long list of objects in Unity! When taking this route I would strongly recommend creating an appropriate scene hierarchy (when supported) because this will make things a lot easier when working in Unity. With the modelling package of your choice you can create the bulk of your scene with tones of flexibility. It all depends upon the type of game that you are making, the platforms that you are targeting, the version of Unity that you are using (Indie / Pro), and of course the level of skill that you posses!Ĭreate bulk of scene using modelling package The truth is that there is no single "correct" approach. Which techniques would be most suitable for mobile development?.What advantages would there be to composing the levels in Unity?.Should I create the entire level in a modelling package?.Here are some of the concerns that I had when starting out with my first game: Please comment with your own experiences, techniques and criticism! Unity is an extremely powerful engine and editor which gives the developer a lot of freedom, but with so much freedom where should a developer begin? This post covers some of my experiences and opinions of the level creation process. Technicat logos by Shane Nakamura and Dakota Snow.Developers who are creating a game for the first time may find the idea of creating levels a daunting task. The android and desktop builds are still here (I had a WebGL build running here, but I lost it!)īuilt with the Unity game engine and Angry Bots demo from Unity Technologies, and incorporates the Enemy + NPC Player Health Bars from Snazzlebot Games. I kept it updated up until Unity 2018.x, but any further development will require converting the Unityscript files to C#, so I've stopped maintenance and removed the App Store version because I'm limiting my published apps on the App Store to three (it doesn't do a good job of displaying more than three apps at a time on small screens) and also because of the reviewers who whined that this app is a rip-off (last I checked it still works better than Unity's version on the App Store, so I can republish it temporarily upon request). Latest feature is a health meter by user request. Escape!Use AWSD or arrow keys to move,īack around Unity 4 or so, Angry Bots was the main sample project from Unity, I wanted to run it on my iPad, so I adjusted the UI code to scale for tablet screens, replaced the pause button with shake-to-pause because I don't like seeing pause buttons on the screen the whole time, added Game Center integration, and tweaked it as necessary for the latest versions of Unity (scripting changes, updated lightmaps, and different physics trigger behavior which affected the minebots).
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