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Handle Scene Transitions, Doors and Persistence like a Commercial Game
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The creation of this video started with a simple idea: I wanted to make a video showing people making metroidvanias how to handle scene transitions when they have multiple doors in each scene.
But...it kinda EXPLODED into this monster of a video.
SO! In this Unity tutorial, I wanted to show you how I handle everything in the most professional way I knew how - so basically, this video will show you how to handle: multiple doors, scene transitions, scene references and data persistence like a commercial game. And I say that with confidence, because these are the same systems I use in my metroidvania Veil of Maia.
I hope you enjoy!
Link to Download our FREE 2D Asset Pack:
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Unity forum for the SceneField code:
Tarodev video showing his Initialization code:
Contents of This Video: ------------------------------------------
00:00 - Introduction and Scene Explanation
01:26 - How I setup my Input
02:45 - Setting up the Interaction for the Doors
05:21 - Creating the editor script to handle serialized scene references in the inspector
08:40 - Setting up our Scene Management
10:31 - Setting up the Fade In and Fade Out
14:34 - Setting up Object Persistence
16:18 - Finishing the Fade In Method
17:41 - Spawning the player to the door when a new scene is loaded
19:13 - Improving the Persistence
22:03 - Disable player controls when entering/exiting a door
Who We Are-------------------------------------
If you're new to our channel, we're Brandon & Nikki from Sasquatch B Studios. We sold our house to start our game studio, and work full time on building our business and making our game, Veil of Maia.
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