I’m curious if there are any good tutorials on this stuff. There do not seem to be a lot of tutorials out there that deal with the transition, if you will, from a “scene” where you can do stuff in play mode to an actual built “game”. I’ve seen a few here and there that are scattered about but nothing very comprehensive or top-to-bottom I guess.
I’m having a hard time articulating this so forgive me if I’m kind of all over the place, but I guess what I am getting at is – tutorials seem to be abundant for “how to do X mechanic in Unity” but I’ve not seen much for buiding the sort of “nuts and bolts” of a game, like how to do:
- loading/intro screens
- start/options menus
- how to ensure your level is built before your player appears in it
- choosing spawn locations for your player
- end credits
Plus all the things that go into making your game a playable, “standalone” game instead of something that always gets run from Play Mode. I feel like every game I end up making there is this weird thing where, when you start the game, it’s like everything is still “building” for a minute so you can see part of the terrain, objects popping in, etc then your player finally becomes “active”, because there’s no “pre-loading”. Like, in most games you have a loading screen, with some tips and tricks about gameplay, “please wait…” and then it fades in and by the time it does, everything is ‘ready go to’ and there is no weird pause with your player not being controllable for a minute – does anyone know what I am talking about here? LOL…
I am thinking of games like Stranded Deep for example - where you have a whole series of things that happen like building the map, placing objects, etc before your player even gets instantiated; or the menus in The Long Dark where you choose your starting area (or “random”) area, or even Valheim where you have a world seed you put in and then you have some loading screens with tips…
whereas all the tutorials and things on Unity basically seem to have this “one scene” approach where you just start out as a character “in the world” and you’re already in the action, so to speak. I have not seen anything (or very much) that talks about “how to make your game behave like a game” if you know what I mean.
But that is just one aspect. There are a lot of other things I feel like never really get covered (or I am looking in the wrong places and searching on the wrong terms.)
For example, I’ve gleaned some information along the way about various ways to do things like the “Grid.cs” approach where you have some objects/scenes with Don’t Destroy On Load and these handle your player inventory from scene to scene, or having a “master scene” that loads all your other scenes for you, and so on, but all of this stuff is really vague - it’s like they assume some level of knowledge that I don’t already have… and there is really nothing “official” that I can find or any sort of “how to” tutorials with regard to this stuff that “surrounds” actual gameplay, like managing your scenes, loading/intro screens, managing sounds, more nuts-and-boltsy stuff vs “how do I make a clickable button” or “how do I make a character controller” and so on. There are some assets on the asset store that seem to do things like this but most of them seem to have very little in the way of step-by-step “how to actually use this in a game” instructions.
Another example - I do not think I have ever seen a tutorial that talks about adding different scenes to your build other than a brief mention like “make sure to add all the scenes to your build” but there is never any explanation about what you are doing, how to designate a master scene or loading scene, basically how to actually “build your game into a game”…
Am I making sense? Can anyone point me in a direction to help me learn more about this stuff? Preferably some tutorial(s) where someone demonstrates this start-to-finish? I’m thinking of something along the lines of RVR’s Game Creator tutorials I guess, where you start with an empty scene and end up with a game – but even that tutorial seems geared toward people for whom a “game” means you just start it by pressing “Play” in the editor and doesn’t seem to deal with making it a standalone experience.