11/11/2022 0 Comments Unity screenshot editor![]() ![]() This implies that each time we import something into Unity, we have to create a Material for that object and assign the three texture each one at a time. Working with PBR (Physically Based Rendering), as we are doing in each asset of our game, requires three textures (Albedo, Mask1 and Normal) every time. We’ve even added a room preview because Unity is not allowing that at the moment and it’s something that we need to quickly identify what we are changing in the scene. We work constantly with Custom Inspectors in Unity because of this, and that’s why we’ve extended the default editor and added more options. This ScriptableObject has the data of each scene, but we can also use it to open them, add them to Build Settings and more stuff. We decided to work that way, creating various scenes and using a ScriptableObject as a reference for each room. Even though Unity 5.3 has evolved a lot in this matter, it’s still kind of hard to work with them in comparison with using prefabs, for example. This is a really, really fast way to replace a whole floor or wall.Įach one of our rooms is a scene due to a optimization requirements. We can place the asset in the place we are looking at or select something in the scene and replace it with something from the catalogue. It’s almost automatic and works really well. There’s another tool that allow us to check each asset we’ve created on a catalogue, and paste what we want into the scene. ![]() Also, it was excruciatingly boring and repetitive thing for the team to do. We can duplicate objects in each axys really fast because that’s what took us most time in the first days of development. In first place, we created a menu that looks like ProGrids so we can mix everything. We want our game to have a lot of rooms, so we needed to have the capacity to create them fast and well. We coded a few tools to this intention. The skill tree’s levels, gold rates, statistics it changes….Weapons’ damage, range, spread, ammo, recoil….In the future, we want to change their global behavior and change when they attack, when the hold, at what distance they start moving… Each class statistics (HP, Attack, Defense, etc.).Global parameters like drop rates and spawn times between enemies.That’s why we built this tool, to change things almost on the fly. In addition to the amount of development hours, it would require a lot of balancing: there’s guns, enemies and skills, so we wanted this task to be as easy and simple as possible. Immortal Redneck is a big game – at least for us. So, why not making it ourselves? It’s not the first time we’ve built our own tools to improve our workflow, and Immortal Redneck wouldn’t be different. ![]() We’ve already written about what assets we’be bought to make our development a little more straight-forwarded, but sometimes there’s none for your needs. ![]()
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