Chapter 5.1 : Bringing assets into Unity and Assemble them into a Level

Bringing assets into Unity is easy. Basically all what I did was to get my assets design ready, saved it in an approriate format and size so that it doesn't get pixelated when I bring it in and that's it. In this post I'll show you step by step on how I assembled my level when the assets are brought in.


 


 In Unity, there's a tab there that enables you to add folders to put at your assets into them, hence the name "ASSETS". What I did was planned out on how many folders I needed and named them accordingly so that its easier for me to drag them. I can also edit these folders in the normal Windows view of the folders. 

NOTE: Do not delete files in Unity! If you do it will be deleted forever and you will never get it again!

Just kidding, on the "never get it again!" part, I did this mistake actually, where I accidentally deleted my scripts folder. I have you know I cried for only 30 minutes and panicked as writing the script is a painful experience for a guy like me who's not good in programming. Luckily you can get deleted files by just doing the usual way :

Go to Recycle Bin, find the files you accidentally deleted and there you go, the files are already back in the folders. Oh and the functions works properly too.

Back to the topic...


After I drag my assets into the designated folders, I then drag them into the scene and words would come out on the left side called the Hierarchy tab. 


This tab allows me to put certain objects into a group and would move them together, much like how Photoshop or Illustrator works. Once you put them under a title, it will be known as a "child" to the object. A small arrow will appear as an indicator that the Game Object is a group. I like to keep my work tidy so I tend to do this stuff to not let it be an eyesore.

Once you put in the assets into the scene, you can start rearranging them into a proper level design. I used my Photoshop as a reference :




What you see above is how my game world would look like when zoom out. It's actually big once you start playing the game. I can :

1) Adding in Collisions so that the character won't go outside of the map. If you're doing a 2D game like mine, then 2D Box Collider is our saviour in making the level a solid one.

2) I added tags so that I can identify which sprites are items, which sprites are enemies and which one is the player. This is useful for scripting later on.

3) Adding Plugins, which I will talk later (Using Fungus)

And that's it for this post! Next post I will be talking on Controller Mapping in the next post :D

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