CN111563942A - Game development method based on Unity3D - Google Patents

Game development method based on Unity3D Download PDF

Info

Publication number
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
Authority
CN
China
Prior art keywords
unity
creating
game
development method
created
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
CN201910073680.2A
Other languages
Chinese (zh)
Inventor
吴婳
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Shanghai Original Network Technology Co ltd
Original Assignee
Shanghai Original Network Technology Co ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Shanghai Original Network Technology Co ltd filed Critical Shanghai Original Network Technology Co ltd
Priority to CN201910073680.2A priority Critical patent/CN111563942A/en
Publication of CN111563942A publication Critical patent/CN111563942A/en
Pending legal-status Critical Current

Links

Images

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T13/00Animation
    • G06T13/203D [Three Dimensional] animation
    • G06T13/403D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T13/00Animation
    • G06T13/203D [Three Dimensional] animation
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/50Lighting effects

Landscapes

  • Engineering & Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Computer Graphics (AREA)
  • Processing Or Creating Images (AREA)

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

Game development method based on Unity3D
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.
CN201910073680.2A 2019-01-25 2019-01-25 Game development method based on Unity3D Pending CN111563942A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN201910073680.2A CN111563942A (en) 2019-01-25 2019-01-25 Game development method based on Unity3D

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN201910073680.2A CN111563942A (en) 2019-01-25 2019-01-25 Game development method based on Unity3D

Publications (1)

Publication Number Publication Date
CN111563942A true CN111563942A (en) 2020-08-21

Family

ID=72074094

Family Applications (1)

Application Number Title Priority Date Filing Date
CN201910073680.2A Pending CN111563942A (en) 2019-01-25 2019-01-25 Game development method based on Unity3D

Country Status (1)

Country Link
CN (1) CN111563942A (en)

Cited By (2)

* Cited by examiner, † Cited by third party
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

Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN106846442A (en) * 2017-03-06 2017-06-13 西安电子科技大学 Three-dimensional crowd's scene generating method based on Unity3D
CN108031118A (en) * 2017-12-12 2018-05-15 苏州蜗牛数字科技股份有限公司 One kind establishes surface model interaction body-sensing interfacial process

Patent Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN106846442A (en) * 2017-03-06 2017-06-13 西安电子科技大学 Three-dimensional crowd's scene generating method based on Unity3D
CN108031118A (en) * 2017-12-12 2018-05-15 苏州蜗牛数字科技股份有限公司 One kind establishes surface model interaction body-sensing interfacial process

Non-Patent Citations (4)

* Cited by examiner, † Cited by third party
Title
杨小勤等: "基于概念图的教育游戏设计与实现", 《中国教育信息化》, no. 12, pages 272 - 273 *
王瑜: "虚拟漫游系统中碰撞检测技术的研究与应用", 《电子设计工程》, vol. 24, no. 13, pages 156 *
郭睿静等: "基于Unity3D游戏动作的控制和设计", 兰州文理学院学报(自然科学版), vol. 29, no. 1, pages 43 - 47 *
黄宪清等: "基于cocos2d-x的游戏设计与开发", 《科技风》, no. 268, pages 48 *

Cited By (2)

* Cited by examiner, † Cited by third party
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

Similar Documents

Publication Publication Date Title
EP3017364B1 (en) System and method for streamlining user interface development
Hansen et al. PyMT: a post-WIMP multi-touch user interface toolkit
CN111563942A (en) Game development method based on Unity3D
CN107731081B (en) Virtual reality assembly system of speed reducer
KR101323148B1 (en) Ucr contents editor device
CN112365597B (en) Modelica-based three-dimensional model creation and visual simulation method and device
CN111240643A (en) Cross-platform software design method
CN102830978A (en) Visual 3D (third-generation) programming system and application thereof
Eng Qt5 C++ GUI Programming Cookbook: Practical recipes for building cross-platform GUI applications, widgets, and animations with Qt 5
CN112446948B (en) Virtual reality courseware processing method and device, electronic equipment and storage medium
CN102033751A (en) Software adaptation method and system for OSD, and multimedia terminal
Magni Delphi GUI Programming with FireMonkey: Unleash the full potential of the FMX framework to build exciting cross-platform apps with Embarcadero Delphi
CN202771416U (en) Visual three-dimensional (3D) programming device
CN114896644A (en) Implementation method of three-dimensional (3D) tower crane construction scene display system based on ThreeJS
Severa et al. New tools for 3D HMI development in Java
Lang Panda3D 1.7 Game Developer's Cookbook
Wu et al. Research on digital protection of brocade technique based on action recognition
Lei et al. Research and Implementation of Interaction Design on Dunhuang Culture
CN118196291A (en) Task scheduling method applied to combined three-dimensional model
Tang et al. Virtual Writing Interactive Display Based on Unity
Yan et al. Research on Unity3D Virtual Laboratory for Product Structure Cognition
Wei et al. Design and Realization of 3D Simulation Training System for Mechanical Equipment
Sagredo-Olivenza et al. UHotDraw: a GUI framework to simplify draw application development in Unity 3D
Wang et al. Qt-based cross-platform design of management system for distributed real-time simulation platform
Cai et al. Design and implementation of OGRE-based game scene editor software

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination
WD01 Invention patent application deemed withdrawn after publication
WD01 Invention patent application deemed withdrawn after publication

Application publication date: 20200821