unity outputs

week four – thursday 8th august

task one: independent study
After the lecture on unity and having a short demo with some pre-built scenes in unity we were tasked with either modifying these scenes or creating our own from scratch to generate three different outputs.

flaming sphere
This output was a modification of a preexisting one, in which a coloured sphere (with a trail) emitted a popping sound and slowly rotated on its x axis, the tightness in which the ball rotated speed up the closer the player got to it.
I modified this scene by changing the material and size of both the sphere and the trail, selecting a ‘fireball’ material instead. I also replaced the popping audio with a scream mp3. I tried to find a longer scream so it was less broken, more intense, but could not. I also changed the axis and speed in which the sphere spun so that it could spin and make its way closer to the ground.
I modified the terrain and created a deserted rocky landscape that the fireball would move through. I tested out different materials for the terrain also, as I found the grey not very atmospheric. I was looking for a deep black in which the player could be disoriented, the only light source being the fireball. I choose a reflective coloured glass option that gave off a sense of a futuristic or ‘other’ world, however similarly with some of the glossier materials I experimented with, the glow of the sphere is somewhat lost.

if I were you I would turn your sound down a few notches before watching this

forest environment
I generated this output from the ‘Basics’ pack, which starts with a FPSCamera and directional lighting. From here I played around with what I could do within the terrain panel and what sort of scenes I could make. I figured out to use the paint trees option I had to go and find the tree game object for the painter to apply. From here I played with density, height and size of brush. Initially I hade set out to make a swamp like environment as I couldn’t figure out how to add leaves to the trees, they were simply dead-looking trees.
Once I workout how to add leaves to the game object I played around with size and generated colour. Going back to the spread of the trees I realised they were far too close together now with the addition of leaves that the players experience would be effected. I re-painted the trees more widely dispersed and then elevated parts of the terrain to create a hilly forest landscape. I also added features such as birds in audio and grass/dirt walking audio to the player, as well as increasing their ability to climb up inclines.

However, when I went to play the scene a bunch of errors came up, and even when I tried to clear them as I did in the lecture, it still wouldn’t let me play.

Cityscape
I found it easier in this program to generate landscape scenes in which a player could walk through, rather than manipulating objects. If I were to further my skills with Unity perhaps I could add a manipulated game object to interact with these scenes.
In this output I focused on materiality and lighting to create atmosphere. I used simple cubes and duplication to create these few buildings, creating the windows using a glossy clear material that could reflect the yellow lighting. The buildings were initially a glossy black, however when I went to play with e lighting more, it became too bright, so that material was changed to a more dull rusty brown. The footpath was made glossier than a cement footpath would be normally as I thought it created a nice atmosphere where the streetlights reflect off of it, appearing perhaps as if it has just rained. Maybe in my developments I could make it rain in this scene..
I also intended on duplicating and creating more buildings to create a proper city scape.

One aspect of this output that I am proud of the way it turned out was the variation in hues and spread that were manipulated in the directional light (moon) and the point light (street lamps).

examples of creative coding

week four – thursday 8th august

task two: independent study
This week’s example of creative coding from Open Processing is designed by the user ‘ndisorder’ and is called ‘echophon imitation‘. This output uses the mouseX and mouseY commands to influence the position of each rectangle element within the confines of the larger square.
I chose this output because as a designer, I liked the subtle interactivity of the design and the colour palette with the slim white outlines and the blocking of the grey creates a composition that could work for a wide range of applications.

unity

week four – thursday 8th august

lecture notes:
Unity is a 3D environment editor program which is most commonly used for building gaming enviroments and VR. As a free program it has plenty of use and online tutorials, making it a good program to learn the basics of 3D coding.

setup
W,S to move backward and forward, A,D to move side to side.
Right click and drag moves position of camera.
Clicking on a game object will highlight it in the left hand ‘objects’ panel and open its settings for materiality on the right hand display as well as outlining the object itself in the view window.
At the bottom of the display is the project view, showing other scenes ‘files’ available.

game objects
To add new game objects right click on the left hand panel and select from the range of objects.
some of the different components that can be applied to the game objects are;

Transform – position, rotation and scale of the game object.
Mesh – or geometry for the game object
Mesh render  – we can change the material from a catalogue
Audio source – modifies spacial audio (where it is and experience for user – 3D dimensional audio)
Collider -modifies the collision mesh, changes whether or not the player can go through the game object

To add new components you can choose from the drop down menu or you can add a new type of components know as script. These components allow you to modify the code for the components to make unique changes.

Any changes you make in play mode is not saved when you go back yo the editor mode (changes made in play mode are more to test before applying).
To get out of play mode press the ‘esc’ key to reveal mouse, press pause and the to get back to editor mode press play again.

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