Posts Tagged ‘3D’
Unity: Creating a simple billboard
Posted by Dimitri | Filed under Programming
Sometimes, when creating a game, there is the need to use a billboard. In the Unity game engine there is no billboard rendering component, and that’s why this post is going to explain one of the options to do so, it’s advantages and disadvantages. It’s not going to require a single line of code, but it’s not going to be the most optimized option either. At the end of the post a Unity project with all the game objects and components configured here is available for download.
To make a billboard in Unity, there is basically three different options: (more…)
Unity3D: Creating a GUI with both 3D and 2D elements
Posted by Dimitri | Filed under Programming
This post explains how to create a GUI on the Unity3D game engine that has both 2D and 3D elements in it. Some may say that is just a matter of setting up a new camera with a dedicated culling mask just to render the 3D elements on the GUI. While this is partially true, adding a 2D image using a script with GUI function calls will cause the 3D image to be covered by the 2D image. That’s why this post will focus on how to set a GUI that has a 3D element with a 2D background.
As usual, at the end of the post, a Unity3D project is available for download with everything that was explained here.
Unity3D: Programming a machine gun – Part 2
Posted by Dimitri | Filed under Featured, Programming
This is the second and last post of this series that explains how to code a machine gun in Unity3D. The first post explained how to make the automatic firing mechanism, and this one will focus on how to set-up the machine gun, the bullet and explain the code that makes it all work. Also, a Unity3D project with all the source code discussed on the series is available for download at the end of the post.
So, let’s start by setting the machine gun. The 3D model of the gun can be any one, you don’t even have to create a 3D model at all, it is possible to use Unity3D’s cubes and other primitives. The only thing that one must know is that the muzzle of the gun must be a completely separate element. This is crucial when making the gun at an external 3D modeling application such as 3D Studio Max, Blender or XSI. (more…)
Unity3D: Non-rectangular GUI buttons – Part 3
Posted by Dimitri | Filed under Featured, Programming
This is the last post of this series, which explains how to create non-rectangular GUI buttons for Unity3D games. If you haven’t read any of the other posts yet, it is highly recommended that you take a look at part one and part two before going any further.
So, let’s start from where the second post left: we already have our Unity3D scene set up with the 3D hit test model already imported and placed inside the scene. All we have to do now is import the PNG images and make then appear as a GUI element. To do that, just drag and drop then somewhere inside the Project tab. After the images are inside Unity3D, create a GUISkin by right clicking an empty space in this same tab and select Create->GUISkin as shown: (more…)
Unity3D: Non-rectangular GUI buttons – Part 2
Posted by Dimitri | Filed under Programming
This post series explains how to create non-rectangular shaped buttons in Unity3D. This is the second part, so if you missed the first one, it is almost required that you read it here. The first post explained how to set up the 2D image, and then, make a 3D model out of it to serve as hit test area. This 3D model is necessary because we are going to use Unity3D’s Raycast collision detection do make the buttons.
This post will explain all the steps necessary to prepare the Unity3D scene to receive the non-rectangular GUI code.