What is the best solution for a 50km diameter island?

I don’t understand the language you’re using. If it requires me to have been speaking to Unity developers for years to understand it, then I won’t understand. Assume I’ve never used Unity before today.

Well some call me a noob here you can get better in the Unity UI than me for a week. Though not coding which for your use case probably isn’t needed animation clips and animator component on gameobjects would suffice

Ed.
Though making proper animations in unity still a crutch if puppets will be 3d animated it is better to do this n Blender and then import to Unity

P.s
Also i don’t even have a 3 proper fulltime job months in Unity so it isn’t even an year. And Usually i just jumping like madman for 5 hours trying to fix bug why landing sounds not working

At least you should understand that hierarchy is the windows folders and same shortcuts apply even the undo Ctrl+ z and redo ctrl + y in whole unity is same as Windows OS

If u actually is zero at every part even the PC use it will take a month to take grasp the thing and start making, though if the thumbnail in description made by you in PS it isn’t so bad case at least shouldn’t be

I’d recommend trying Cinemachine and Timeline. Cinemachine has decent support for multiple cameras and transitions between them. If you’re making a TV show then Timeline can help manage cut scenes by using multiple layers e.g. syncing clips, cameras, audio, effects etc.

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Tbh AI chat is perfect for this case if its not a small local one just go to claude latest or chatgGpt or even Unity’s muse if it has free limited version and tell it “Noob mode. Explain every word. How to make a puppets show in Unity and imitate that they are on a 50km island and make cool camera transitions with zoom ins and camera flying around the island for them too. Puppets are videos with green screen which i will cutout in video editor.” Or add"or i should choose other software? Then how to do those tricks in them if im noob"

(Extra: “They are naughty, so it’s with Blackjack and Hookers”

No one will even argue because you just trying to grasp interface and addons. Not fundamentals of coding and AAA code.

P.s
Also see above from other guy about cinemachine and timeline, though you probably won’t understand them considering what is going on.

To be completely honest if you’re completely new to Unity then your time is better spent learning the fundamentals of Unity rather than diving head first into a highly technical project.

Would start with some small, micro-idea projects to learn some of the core features, and additional packages such as Cinemachine and Timeline. Baby steps first.

You’re never going to make yoru dream project for the first project. You’re more than likely just going to burn yourself out immediately

Though if he is after trash project he still can do a first demo 1 min video in a week with his concepts applied it will be just very ugly maybe even to the point so ugly that it’s not even funny.

I can prove my words by going to godot 3 at which i only threw ai written character controller rocks in GDscript and use its c# for the first time if the built in non code stuff wouldn’t suffice

You probably want something like this, at least the viewer dont care if you do the huge island illusion with camera work and FOV:

All you have to do is place good assets and animations, CJ.|

If such tricks not suffice, then finish the art school, lol.
(At least watch short basic stuff for Unity, after basic tutorial you can even fix my errors and bugs i made below in a project)

This one took me 3 hours with noob mode enabled, i even used default notepad for the code and looked for the first sample i see in Internet, basically, was fooling around and just spamming everything randomly, i dont even know how to make sand i just went to Paint. net (this is not link, its name) (the most noob friendly .exe but no grid snap) filled the back with yellow drawed lines with black pencil and randomly tried every Effects in its Tab with Ctrl + Z to revert, until got some “sand with pebbles feel”:

Here is the temporary link for everyone if want the full dumb demo project in 7z i made:
https://file.io/f4e6hezPRdpn

P.S.
For the explosion i jost blowed in mic and applied paulstretch then fadeout in Audacity

(Click Add - Add Project from disk in Unity Hub and select the folder after unzip, of course)

(also in Paint(net) i did a second layer for the Turbulence filter, to give some perlin noise to the sand, made it B&W and changed transparency so its a little on the yellow, not overwriting it. Anyways the assets you already have)

You know, this has been done before. Almost every movie in existence that is set in real or fantasy locations and isn’t a chamber play. Take Indiana Jones for instance with its flight path sequence. Or any Star Trek episode, go to warp, poof, different planet. :wink:

This is not a crutch it’s the de facto standard for TV and Movies bridging gaps of space, time, or both. I have yet to see a production that does what you aim to do on such a grand scale. Although admittedly, movie set production will limit that anyway ie try carrying a camera on set for more than a few km along with the entire staff and nobody tripping over something.

Some movies are famous for extremely long single-take shots … but we’re talking about a few hundred seconds at most. Granted, in games you could animate much longer single-take shots - but everyone knows this isn’t jaw-dropping so why do it?

Real-world scale only sounds exciting until you tried to implement it, or had to endure it once.

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By the way just drawing a 2D Map where objects are placed or some schemes with sizes, coordinates, etc. is a good idea, if that is what you was talking about, all you have to do in this case open PS or some more proper software and place it on a grid based map that will be 50 km like some google maps, then inside any 3D software you just create part of that map properly for current needs.

This way when your series finish you will have a full 50x50 km grid with 5 main locations and others just placeholder nature, separated to prefabs which have info to what X Y part grid they are Like (50, 50, last corner) and scenes. With such prefabs & system you don’t have to worry if need it in another scene, you just put it to the same map spot, bam, ready. Just keep it Integer, so you won’t mess in .000092 things.

P.S.
Though basically, when it comes to nature placeholder, this way you just do the procedural generation job manually, lol.
It isn’t too hard to find/make/operate/think a solution to divide map in blocks in this movie case and generate some tile that whole covers X 1 Y 1 grid part on a quad/plane for e.g. with Nature for you, then you just save the generated placeholder part to prefab.

It is even simpler if you don’t care about Nature Placeholders regenerate and they are just backs, make your main locations that is it and for backgrounds you can do even 2D images depending on artstyle or you can put some rotated sprites as i shown in project above for background stuff, just blur it, or make a parallax image if want to tryhard.

And don’t forget to save Transform info to text somewhere, like google drive, as you can accidentally reset it.

Ed.
I guess all you have to do is a X: 1, Y: 1 = 1 square km, 50 * 50 = 250 tiles needed for your map, each is a prefab or a scene or both.

For the option 2 there are two options:
A) real floating origin - which does in fact keep the player/camera at (0,0,0) by moving the World in reverse.
B) Origin-shiftng/reset (aka fake floating origin) which tries to emulate floating origin by allowing travel up to a threshold difference then snaps the World, and player and camera, back to the origin.

There are trade-offs for both forms. With only 50km you would probably find it easier and get away with origin-shift.