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Prefabs in Unity

7/10/2016

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Today, we explored Unity further. Exporting my models from Maya to Unity and to create prefabs. Simon advised it was important to export our models to Unity sooner than later so I can see the proportions of the models. If the scaling is incorrect, it will have to be readjusted in Maya and reexported. I am quite familiar with Unity but todays lesson was a good refresher for me. I also learnt you can snap objects together by holding V + LMB onto a point. 

Once I exported the meshes to Unity, I looked into grouping them up using an empty game object and creating a prefab (remember to reset the models on the scene to 0,0,0.) A prefab is basically a group that is saved to the projects folder and can be used to 'paste' into the scene. This can really save a lot of time.
I got to play around in Unity for a bit, adding colliders and using a first person controller and move around in the level. 

At the end of the day, I asked Simon if he could have a look at the models I created so far in Maya for my tube station. I was unsure on what sort of approach/method I should use to cap or fill a hole that connects the platform to the tunnel. Simon gave me numerous ways to do this and explained that it was fine to keep the objects separate to save polygons. Additional advice was that the platform needed more edges as it was still very jaggy and also to add bevels on right angles to make them soother and to avoid render issues that causes shimmering.  I will take this into consideration when developing my platform.
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