So I’m getting the hang of Blender and Unity, got myself a nice starfighter design, got big plans for the gameplay, got movement going - but I’m stumped at figuring out two big things:
How to create levels. The game I have in mind will largely be set in a series of tunnels inside a huge battleship. The tunnels will twist and turn about a fair bit to keep the environments interesting, but I can’t think of any way to, say, model a tunnel section I could repeat and then stitch them together without having gaps or edges clipping through each other. Am I going to have to model each individual complete level in Blender?
Viewpoint. Assuming I do go through with the twisty tunnels, one way or another, what would be the best way to keep the camera and the fighter pointed the right way through it all? I’d imagine a series of waypoints would be involved, but how should I keep them centered properly?
not sure about number 1, but for number two i think raycasts would be the best. I used this method in a level i made, but it wasnt that hard because there were only two walls that i was having problems with
One further wrinkle: applying a MeshCollider to the whole thing. The mesh won’t line up with the test tunnel I created; it hovers off to one side, and it’s completely the wrong shape.
tunnel models needs to be modleled in a 3d model software such as 3ds max, import the model.
the bad thing is that the mesh will need collision. This will need to be done in unity using box colliders on all walls etc. As you mentioned, mesh colliders will put a barrier in and you wont be able to enter the tunnels. I have never done the ray-cast for collisions yet so cant comment .
the twisty bits could be quiet tricky.
you will need the camera to be parented to the ship. The camera will also need a follow player script. As for turning the ship. This involves quaternion and using the looktwards function. I would probably put a trigger nearer the tunnel area, and when entered, increase the camera chase script to follow the player either 1 to 1, or something close. This will keep the camera behind the palyer as they turn.