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UFCEK-20-3Web Games Programming
Web Games Programming
Unity 3D: Review of Topics
Publishing for the Web
UFCEKU-20-3Web Games Programming
Review Topics
Scripting Physics and Collision DetectionPrefabsSpawning ObjectsCamera OverlaysHeads-Up DisplaysPublishing
UFCEKU-20-3Web Games Programming
Scripting
UFCEKU-20-3Web Games Programming
Changing an Object’s Properties via Scripts
Cube Object
// fragment
function Update () {
if(Input.GetKeyDown(KeyCode.R)){
gameObject.renderer.material.color = Color.red;
}
ColourSwitcher.js
UFCEKU-20-3Web Games Programming
Inter-Script Communication
Transmit Receive
Transmit.js
Code to send message to Receive.js attached tocube object
Receive.js
Code to handle message sent by Transmit.js attached to sphere object
Sphere Cube
UFCEKU-20-3Web Games Programming
Static Variables
Declaring variables as static make them available to be referenced by other scripts in the 3D environment.
In programming parlance static variables have global scope
// static variable declaration in Receive.js
static var messageReceived:boolean;
UFCEKU-20-3Web Games Programming
Debug Utility Function
Very useful debug and environment events utility function
Debug.Log (“Message you to want to send to the Console Window”);
Debug.Log("I have received " + numberOfMessages + ” messages from the transmit script");
UFCEKU-20-3Web Games Programming
Physics and Collision Detection
UFCEKU-20-3Web Games Programming
Example Colliders: Models
Box on Mesh Capsule on Mesh Mesh on Mesh
UFCEKU-20-3Web Games Programming
Using Colliders as ‘Colliders’
• The default setting for any collider attached to an object is to restrict the object being passed through be other world objects. The collision event must be handled by a script attached to one or both of the objects involved in the collision
ObjectCollisons.js
Code to handle collisions
UFCEKU-20-3Web Games Programming
Handling Events Initiated by Collisions
This function is attached to the First Person Controller (Capsule Collider)
function OnControllerColliderHit(hit:ControllerColliderHit){
if (hit.collider == GameObject.Find("RedSphere").collider){
Debug.Log("I've hit the Red Sphere");
};
if (hit.collider == GameObject.Find("BlueSphere").collider){
Debug.Log("I've hit the Blue Sphere");
};
};
• Unity has a built in function for detecting collisions:
UFCEKU-20-3Web Games Programming
Using Colliders as ‘Triggers’
• Object collisions may be used to generate events ‘triggers’ which can be used to update logic in the World, generate actions, instantiate (create) new objects or remove unwanted objects from the world. Using triggers is one way for the player to collect items that update values via attached scripts.
ObjectTriggers.js
Code to handle collisions as event triggers.
Objects defined as triggers can be ‘passed through’ by other objects
UFCEKU-20-3Web Games Programming
Tag Names and the Tag Manager
• To reference objects in the collision function each object must have a name (Tag) defined via the Tag Manager
• The tag name used in any script reference must exactly match the tag name defined in the Tag Manager
• So RedSphere is not the same as redSphere
UFCEKU-20-3Web Games Programming
Handling Events Initiated by Triggers
This function is attached to the First Person Controller (Capsule Collider)
function OnTriggerEnter(collisionInfo:Collider){
if(collisionInfo.gameObject.tag == "RedSphere"){
Debug.Log("I've gone through the Red Sphere!");
}
if(collisionInfo.gameObject.tag == "BlueSphere"){
Debug.Log("I've deleted the Blue Sphere!");
Destroy(collisionInfo.gameObject);
}
}
• Unity has a built in function for detecting collisions as triggers:
UFCEKU-20-3Web Games Programming
Prefabs
UFCEKU-20-3Web Games Programming
Camera
Mesh
Audio Listener
The First Person Controller is a prefabricated object
FPS.js
Code to handle FPS Walker etc.
Mesh collider
Scripts
UFCEKU-20-3Web Games Programming
Creating Prefabs
• In order to create a Prefab, simply drag a object that you've created in the scene into the Project View.
• The object's name will turn blue to show that it is a Prefab, then rename your new Prefab
• The object and all its ‘children’ have been copied into the Prefab data
• The Prefab can now be re-used in multiple instances
• The original object in the Hierarchy has now become an ‘instance’ of the new Prefab.
UFCEKU-20-3Web Games Programming
Creating a Simple Prefab (Receive)
Receive
Receive.js
Code to handle message sent by Transmit.js attached to sphere object
Prefab created from the Receive cube by attaching a script.
UFCEKU-20-3Web Games Programming
Spawning Objects
UFCEKU-20-3Web Games Programming
Instantiate Command
• The Instantiate command has three parameters (arguments)
• Object to create, position to create it, rotation to give it:
Instantiate(object,object’s position,object’s rotation);
UFCEKU-20-3Web Games Programming
Instantiate Command
• Position and Rotation of objects to be instantiated must be specified as Vector3 values (X,Y,Z) used as follows:
var aPrefab: GameObject;// variable of type GameObject
Instantiate(aPrefab, Vector3(0,12,30), Vector3(0,0,90));
UFCEKU-20-3Web Games Programming
Dummy Object Positioned in Scene at (0, 2, 5)
UFCEKU-20-3Web Games Programming
Dummy Object Mesh Render Switched Off
UFCEKU-20-3Web Games Programming
Camera Overlays
UFCEKU-20-3Web Games Programming
Split - Viewport Camera Layouts
UFCEKU-20-3Web Games Programming
Vertical Split-Screen
x 0, y 0
Height
(0.5)
Width (1)
Viewport
UFCEKU-20-3Web Games Programming
Creating Camera Overlays
UFCEKU-20-3Web Games Programming
Camera Depth Order
cameraOne depth order = 0
cameraTwo depth order = 1
result
UFCEKU-20-3Web Games Programming
Adjust Depth - in the Inspector Window
UFCEKU-20-3Web Games Programming
Overlay and Scaling
Scaled camera window overlay on main camera could be used as a follow overhead camera to aid character navigation in the world
UFCEKU-20-3Web Games Programming
Heads-Up Displays (HUDS)
UFCEKU-20-3Web Games Programming
Steps Required to Establish a HUD
• Acquire or create art work in an appropriate format
• Import the HUD artwork via Asset- Import New Asset
• Create a GUI Texture Game Object and associate the artwork with the texture object
• Position the HUD components in the interface
• Create scripts which initialize and update the HUD based on world states and events
• Attach scripts to objects that change world state and trigger events which update values in the appropriate HUD script
UFCEKU-20-3Web Games Programming
HUD Declaration and Initialization
public variables associated with textures
UFCEKU-20-3Web Games Programming
Updating the HUD via Scripts (BatteryCollect.js)
// static variable is accessible by other scripts i.e. its
// variable scope is global
static var charge:int = 0;
var charge1tex:Texture2D;
var charge2tex:Texture2D;
var charge3tex:Texture2D;
var charge4tex:Texture2D;
var charge0tex:Texture2D;
// initialise GUI texture to false (don't display it)
function Start(){
guiTexture.enabled = false;
charge = 0;
}
This script is attached to the GUI Texture GameObject
UFCEKU-20-3Web Games Programming
/* the Update function checks status of charge variable
which is increased via an external script
each time the player collides (collects) with a battery
*/
function Update () {
/*
first battery collected
assign the first texture image to guiTexture
and enable (display) texture
*/
if(charge == 1){
guiTexture.texture = charge1tex;
guiTexture.enabled = true;
}
// display subsequent textures to indicate power collected
else if(charge == 2){
guiTexture.texture = charge2tex;
} // etc.
Updating the HUD via Scripts
UFCEKU-20-3Web Games Programming
Updating the HUD via Scripts (PlayerCollisions.js)
function Start () {
}
function Update () {
}
function OnTriggerEnter(collisionInfo : Collider){
if(collisionInfo.gameObject.tag == "battery"){
BatteryCollect.charge++;
Destroy(collisionInfo.gameObject);
}
}
This script is attached to the First Person Controller
UFCEKU-20-3Web Games Programming
Publishing for the Web
UFCEKU-20-3Web Games Programming
Choose File – Build Settings…
1. Choose Web Player
2. Add Current Scene
3. Choose Build
UFCEKU-20-3Web Games Programming
Check Colour and Layout of HTML Page
Unity will create a default html page for your web player and save them both to a common folder with the name you chose after selecting build.
You will need to edit the file to remove unwanted text, provide an appropriate html page title, adjust layout, and change page background colour.
UFCEKU-20-3Web Games Programming
Publish to your UWE Student Module Homepage and make sure to test everything is working.
Ask a fellow student to access your page from their account to ensure file permissions are correctly set.
Publish and Test!
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