The first thing a player is going to see when loading up your game is the loading screen. This is the first chance to make an impact upon the potential player. So today we will be looking at how to create a loading screen.

The first thing we will want…

We always want our cutscenes nicely organized so we will be creating an empty game object that is set to 0,0,0 and name it sleeping guard cutscene. We are then going to rename out sleeping guard cutscene actors to just actors and we are going to move them under the sleeping guard cutscene. Next we are going to create another empty game object for our cameras. We will name it CMVirtualCameras set the position to 0,0,0. Then place our two cameras inside of the CMVirtualCameras object. When done place the CMVirtualCameras inside of the SleepingGuardCutscene. When done make sure to save your scene.

When complete it should look like this.

We will now be talking about composing the shot for our cutscene. We will be needing to dive into cinemachine which is a dynamic camera.

To create our cinematic cutscenes will need to create a virtual camera. A virtual camera is used by the main camera to compose our shot…

Time to start working with cutscenes! Almost every game now days has an opening cutscene. There are two tools that we are going to cover over this series. There is timeline and there is cinemachine. In timeline, you have an animation track that has a bunch of animation events. Then…

Objective: Learn how to use version control.

Version control allows you to control your projects of code and working with other teammates on projects. This is more efficient than working with Unity Collaborate. The project leader normally decides what version control system the team is going to use.

To start…

Today we will be working on part 3 of our environment and lighting section. This will be the last section covering these topics for our great fleece development.

We are first going to focus on setting up occlusion mapping. We are going to look at the door and the door_start…

Continuing on from the previous article we will be picking up and continuing on with our environment and lighting learning. We will first be focusing on working with sub mesh materials.

We have a painting wall and we have a painting wall start to make as close as possible to…

Today we are starting a project called The Great Fleece and we will be working with lots of different tools throughout it. Today’s topic is going to be focused on environment and lighting.

The first topic we are going to cover is working with the albedo channel in one our…

Now that we have our base animation for our player which is idling about it is time to get him into action and running across our level. So we need a run animation so lets go back to mixamo.com and get a run animation that we like for our player…

Chris Didier

Unity Developer

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