CN111563942A - Game development method based on Unity3D - Google Patents
Game development method based on Unity3D Download PDFInfo
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- CN111563942A CN111563942A CN201910073680.2A CN201910073680A CN111563942A CN 111563942 A CN111563942 A CN 111563942A CN 201910073680 A CN201910073680 A CN 201910073680A CN 111563942 A CN111563942 A CN 111563942A
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- 238000011161 development Methods 0.000 title claims abstract description 28
- 238000000034 method Methods 0.000 title claims abstract description 24
- 238000013515 script Methods 0.000 claims abstract description 15
- 230000003993 interaction Effects 0.000 claims abstract description 11
- 238000005286 illumination Methods 0.000 claims abstract description 10
- 239000002245 particle Substances 0.000 claims abstract description 9
- 238000004519 manufacturing process Methods 0.000 claims abstract description 6
- 238000012545 processing Methods 0.000 claims abstract description 6
- 230000003213 activating effect Effects 0.000 claims abstract description 5
- 230000000694 effects Effects 0.000 claims description 4
- 238000002372 labelling Methods 0.000 claims description 3
- 239000000463 material Substances 0.000 claims description 3
- 230000008569 process Effects 0.000 abstract description 6
- 238000009877 rendering Methods 0.000 abstract description 2
- 238000003672 processing method Methods 0.000 description 2
- 230000004075 alteration Effects 0.000 description 1
- 230000009286 beneficial effect Effects 0.000 description 1
- 239000003086 colorant Substances 0.000 description 1
- 230000007547 defect Effects 0.000 description 1
- 238000010586 diagram Methods 0.000 description 1
- 230000008676 import Effects 0.000 description 1
- 238000012423 maintenance Methods 0.000 description 1
- 238000012986 modification Methods 0.000 description 1
- 230000004048 modification Effects 0.000 description 1
- 238000006467 substitution reaction Methods 0.000 description 1
- 238000012360 testing method Methods 0.000 description 1
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T13/00—Animation
- G06T13/20—3D [Three Dimensional] animation
- G06T13/40—3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T13/00—Animation
- G06T13/20—3D [Three Dimensional] animation
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/50—Lighting effects
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Abstract
The invention relates to the technical field of game development, in particular to a Unity 3D-based game development method, which comprises the following steps: s1, importing basic customized resources; s2, creating game characters by utilizing the Generation Colliders; s3, editing motion and rotation speed variables by the controller, compiling a state control script, and setting the camera to smoothly follow the character; s4, in Unity, processing and connecting the animation, and creating an animation manager; s5, using the trigger and creating environment interaction; s6, game resources are set in the Unity and all the game resources are ready, saved items are opened, a new scene is created, a game role is led in, and an AI controller is connected; s7, setting a light source, creating an illumination map, and baking the illumination map; s8, a particle system is manufactured, which is used for obtaining attention for each picked-up object scattered in the scene, and the manufacturing is completed by activating a check point. The method has the advantages of simple process, substantial saving of development time and development cost of workers, real scene rendering and strong controllability.
Description
Technical Field
The invention relates to the technical field of game development, in particular to a Unity 3D-based game development method.
Background
The game development is a process realized by taking a series of creative ideas on entertainment experience and using an executable electronic game as a carrier, the game development relates to knowledge in a plurality of fields, and teams of the game development usually have definite division of labor, such as art, programs, plans, tests and the like; if necessary, there may be crossed positions such as technical arts and audio programs to ensure the smooth progress of team work, and the development process of game projects is usually divided into stages. In the early stage, the concept and play of the game are mainly established, and then specific contents are handed to each responsibility department according to industrialized standards to be implemented in a detailed mode. After the development phase is completed, the game goes through the indispensable steps of marketing promotion, operation maintenance and the like until the game stops operating and updating, namely, the end of a project life cycle is marked.
In the prior art, the 3D game development process is complicated, the process is difficult to understand for many people, and particularly, distortion phenomenon or role invisible phenomenon often occurs to the light scene and role control editing of the 3D game.
Disclosure of Invention
The invention aims to solve the defects in the prior art, and provides a Unity 3D-based game development method.
In order to achieve the purpose, the invention adopts the following technical scheme:
a game development method based on Unity3D comprises the following steps:
s1, importing basic customized resources;
s2, creating game characters by utilizing the Generation Colliders;
s3, editing motion and rotation speed variables by the controller, compiling a state control script, and setting the camera to smoothly follow the character;
s4, in Unity, processing and connecting the animation, and creating an animation manager;
s5, using the trigger and creating environment interaction;
s6, game resources are set in the Unity and all the game resources are ready, saved items are opened, a new scene is created, a game role is led in, and an AI controller is connected;
s7, setting a light source, creating an illumination map, and baking the illumination map;
s8, a particle system is manufactured, which is used for obtaining attention for each picked-up object scattered in the scene, and the manufacturing is completed by activating a check point.
Preferably, in S1, creating an article for labeling, that is, creating a resource list of itself, opening Unity and creating a new scene file, dragging a map resource file into an Assets folder in a project, where Unity internally supports scene files of Maya, Cinema4D, 3dx Max, Cheetah3D, and Blender, and stores these files into the Assets folder, and where Unity sets shaders and textures.
Preferably, in S2, the root of the "Widget" hierarchy is selected to display all its imported properties in the observer view, the Generate colors function is enabled, and Unity generates a material for each post, then the interactions submenu is selected, and in the Split interactions table, the "+" sign is selected to create a new clip. By default, Unity will fill these fields with an example clip named "idle" and some random numbers, click on the Apply button to save, and the newly created clip will be added to the Project view hierarchy.
Preferably, in said S3, the controller provides editable variables for the movement and speed of rotation thereof, and the script ensures that the character is on the ground when accepting movement input so that it does not fly or hover accidentally — the robot is absolutely only movable on the ground.
Preferably, in S4, the processing method may be created and imported in another editor, and may be generated programmatically using Scripts, or may be created directly in the Animation view of Unity, and the Animation manager is created to create a new JavaScript file in the Scripts directory and name the new JavaScript file.
Preferably, in S7, Unity prefabricates three types of light sources, each type simulating one of directional, point and spotlight in the real world.
Preferably, in S8, when the particle system is manufactured, the spark effect is added to be visible when the character moves, the check point activates to use the grid emitter, and a column emitter is created to match the base of the check point.
Compared with the prior art, the invention provides a game development method based on Unity3D, which has the following beneficial effects:
the invention will provide editable variables for the movements and rotational speeds of the controller and the script will ensure that the character is on the ground when it receives movement input so that it does not fly or hover accidentally-the robot must only move on the ground.
According to the invention, when a particle system is manufactured, a spark effect is added to be visible when a character moves, a check point activates and uses a grid emitter, and a columnar emitter is created to match a base of the check point.
The method has the advantages of simple process, substantial saving of development time and development cost of workers, real scene rendering and strong controllability.
Drawings
Fig. 1 is an overall structural schematic diagram of a Unity 3D-based game development method according to the present invention.
Detailed Description
The technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
In the description of the present invention, it is to be understood that the terms "upper", "lower", "front", "rear", "left", "right", "top", "bottom", "inner", "outer", and the like, indicate orientations or positional relationships based on the orientations or positional relationships shown in the drawings, are merely for convenience in describing the present invention and simplifying the description, and do not indicate or imply that the device or element being referred to must have a particular orientation, be constructed and operated in a particular orientation, and thus, should not be construed as limiting the present invention.
Referring to fig. 1, a game development method based on Unity3D includes the following steps:
s1, importing basic customized resources;
s2, creating game characters by utilizing the Generation Colliders;
s3, editing motion and rotation speed variables by the controller, compiling a state control script, and setting the camera to smoothly follow the character;
s4, in Unity, processing and connecting the animation, and creating an animation manager;
s5, using the trigger and creating environment interaction;
s6, game resources are set in the Unity and all the game resources are ready, saved items are opened, a new scene is created, a game role is led in, and an AI controller is connected;
s7, setting a light source, creating an illumination map, and baking the illumination map;
s8, a particle system is manufactured, which is used for obtaining attention for each picked-up object scattered in the scene, and the manufacturing is completed by activating a check point.
In S1, creating an article for labeling, that is, creating a resource list of itself, opening Unity and creating a new scene file, dragging a map resource file into an Assets folder in a project, where Unity internally supports scene files of Maya, Cinema4D, 3dx Max, Cheetah3D, and Blender, and stores these files in the Assets folder, and Unity sets shaders and textures.
In S2, the root of the "Widget" hierarchy is selected to display all its import properties in the instrumentation view, the Generate Colliders function is enabled, Unity generates a material for each post, then the interactions submenu is selected, and the "+" sign is selected in the Split interactions table to create a new clip. By default, Unity will fill these fields with an example clip named "idle" and some random numbers, click on the Apply button to save, and the newly created clip will be added to the Project view hierarchy.
At said S3, the controller provides editable variables for its movement and speed of rotation, and the script ensures that the character is on the ground when it receives movement input so that it does not fly or hover accidentally — the robot is absolutely only mobile on the ground.
In S4, the processing method may be created and imported in another editor, generated programmatically using Scripts, or created directly in the Animation view of Unity, and the Animation manager creates a new JavaScript file in the Scripts directory and names the new JavaScript file.
In said S7, Unity prefabricates three types of light sources, each type simulating one of directional, point and spotlight in the real world.
In S8, when the particle system is manufactured, the spark effect is added to be visible when the character moves, the check point activates the grid transmitter, and a columnar transmitter is created to match the base of the check point.
When in use, the invention comprises the following steps: s1, importing basic customized resources; s2, creating game characters by using GenerateCollideders; s3, editing motion and rotation speed variables by the controller, compiling a state control script, and setting the camera to smoothly follow the character; s4, in Unity, processing and connecting the animation, and creating an animation manager; s5, using the trigger and creating environment interaction; s6, game resources are set in the Unity and all the game resources are ready, saved items are opened, a new scene is created, a game role is led in, and an AI controller is connected; s7, setting a light source, creating an illumination map, and baking the illumination map; s8, manufacturing a particle system, obtaining attention for each pickable object scattered in the scene, activating the check point, and completing the manufacturing.
Although embodiments of the present invention have been shown and described, it will be appreciated by those skilled in the art that changes, modifications, substitutions and alterations can be made in these embodiments without departing from the principles and spirit of the invention, the scope of which is defined in the appended claims and their equivalents.
Claims (7)
1. A game development method based on Unity3D is characterized by comprising the following steps:
s1, importing basic customized resources;
s2, creating game characters by utilizing the Generation Colliders;
s3, editing motion and rotation speed variables by the controller, compiling a state control script, and setting the camera to smoothly follow the character;
s4, in Unity, processing and connecting the animation, and creating an animation manager;
s5, using the trigger and creating environment interaction;
s6, game resources are set in the Unity and all the game resources are ready, saved items are opened, a new scene is created, a game role is led in, and an AI controller is connected;
s7, setting a light source, creating an illumination map, and baking the illumination map;
s8, a particle system is manufactured, which is used for obtaining attention for each picked-up object scattered in the scene, and the manufacturing is completed by activating a check point.
2. The Unity 3D-based game development method according to claim 1, wherein in S1, creating an item for labeling, that is, creating its own resource list, opening Unity and creating a new scene file, dragging a map resource file into Assets folders in the project, where Unity internally supports scene files of Maya, Cinema4D, 3dx Max, Cheetah3D and Blender, and saving these files into Assets folders, and Unity sets shaders and textures.
3. The Unity 3D-based game development method according to claim 1, wherein in S2, the root of the "Widget" hierarchy is selected to display all its imported properties in an instector view, the generatecoolides function is enabled, and Unity generates a material for each post, then the interactions submenu is selected, and in the Split interactions table, the "+" sign is selected to create a new clip. By default, Unity will fill these fields with an example clip named "idle" and some random numbers, click on the Apply button to save, and the newly created clip will be added to the Project view hierarchy.
4. The Unity 3D-based game development method according to claim 1, wherein in S3, the controller provides editable variables for its movement and rotation speed, and the script ensures that the character is on the ground when it receives movement input, so that it does not fly or hover accidentally — the robot is absolutely only able to move on the ground.
5. The Unity 3D-based game development method according to claim 1, wherein in S4, the processing mode can be created and imported in other editors, can be generated programmatically using Scripts, or can be created directly in the Animation view of Unity, and the Animation manager is created to create a new JavaScript file in the Scripts directory and name it.
6. The Unity 3D-based game development method according to claim 1, wherein in S7, Unity pre-manufactures three types of light sources, each type simulating one of directional, point and spotlight in the real world.
7. The Unity 3D-based game development method according to claim 1, wherein in S8, when the particle system is manufactured, the spark effect is added to be visible when the character moves, the check point is activated using a grid transmitter, and a columnar transmitter is created to match the base of the check point.
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Cited By (2)
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CN112891948A (en) * | 2021-04-06 | 2021-06-04 | 辽宁工程技术大学 | Game scene tree damage method based on unity3D |
CN115640044A (en) * | 2022-12-26 | 2023-01-24 | 北京格如灵科技有限公司 | Unity-based three-dimensional software development method, device, equipment and medium |
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Cited By (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN112891948A (en) * | 2021-04-06 | 2021-06-04 | 辽宁工程技术大学 | Game scene tree damage method based on unity3D |
CN115640044A (en) * | 2022-12-26 | 2023-01-24 | 北京格如灵科技有限公司 | Unity-based three-dimensional software development method, device, equipment and medium |
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Application publication date: 20200821 |