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__FORCETOC__
 
 
<div style="background:#0090ff">[[File:Backgroundbanner.jpg|1700px]]</div>
 
 
 
<div style="width: 962px; margin:0 auto; vertical-align: text-top;">
 
<div style="width: 962px; margin:0 auto; vertical-align: text-top;">
  
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<tr>
 
<tr>
 
<td>
 
<td>
 +
[[File:Howtocreateashopbanner.jpg]]
  
 +
<div style="display: inline-box; margin: 6px; padding-left: 6px; padding-right: 6px; padding-bottom: 6px; border: solid 1px #000000; border-radius: 3px; width: 200px; height: 70px; float: right;">
 +
<div style="font-size: 14px; font-weight: bold; color: #000000; height: 20px;">Mirage Scene Download</div>
 +
*[http://space-files.s3.amazonaws.com/sample-art/Mirage-Region.unitypackage Mirage]
 +
</div>
  
 +
This page is based on the Mirage shop template which you can download and modify yourself (see right).
  
<div style="text-align: center; font-size: 20px; font-weight: bold; color: #FF0048;">space for merchants</div>
 
 
 
The space platform is designed to give creators the best tools for showing and selling their work.
 
 
This How To guide is based on the Mirage shop template which you can download and modify yourself from here
 
  
 
We will cover;
 
We will cover;
  
*Creating a shop
+
__TOC__
*Vending machines
+
*Virtual goods
+
  
 +
==Creating a shop==
  
 +
The Mirage region is built without using any 3D modelling or mesh creation tools at all. Everything in the region has been created with Unity or Photoshop. The base region is approximately 25 mb download for users.
  
  
==Creating a shop==
+
{{#ev:youtube|joogmecmd-M}}
  
The Mirage region is built without using any 3D modelling or mesh creation tools at all. Everything in the region has been created with Unity or Photoshop. The region is approximately 90mb to upload and XX download for users. It runs in the desktop player, webgl and mobile/tablet.
 
  
'''Exterior'''
 
  
The Mirage shop template region has no terrain or water, there is a only a basic skybox.
+
'''Scene set up - interior or exterior scene?'''
+
  
 +
The Mirage shop template region is just a skybox. There is no need to create a full environment around this template.
 +
 
[[File:Mirageexterior.jpg]]
 
[[File:Mirageexterior.jpg]]
  
  
'''The building'''
+
 
 +
 
 +
'''The building - using simple tools'''
  
 
The walls and floors and all the interior props were built using basic primitive shapes in Unity. These can be added to your scene, sized and positioned using the Unity editor's standard gizmos.
 
The walls and floors and all the interior props were built using basic primitive shapes in Unity. These can be added to your scene, sized and positioned using the Unity editor's standard gizmos.
 +
Once a building has been created, you can add materials to your objects, to combine textures and shaders and create detailed and attractive spaces.
 +
You can also choose to use ProBuilder a free Unity asset to build basic or advanced geometry, right in Unity, with zero creative barriers.
  
 +
[[File:Transformbox.jpg]]
  
[[File:Transformbox.jpg]]
 
  
 
Once a building has been created, you can add materials to your objects, to combine textures and shaders and create detailed and attractive spaces.
 
  
  
'''Logos; simple text extrusion'''
+
'''A 3D logo - text extrusion with Blender of Photoshop'''
  
 
The logo above the door was extruded from text using Photoshop and saved as an fbx file. You can also use Blender to do this.  
 
The logo above the door was extruded from text using Photoshop and saved as an fbx file. You can also use Blender to do this.  
  
  
'''Textures and materials'''
 
  
Unity offers a huge array of options for physical materials. You can buy cool materials and shaders in the Unity Asset Store; you can even create your own. just the Standard Shader which will automatically be applied to any new material you create provides you with enormous power when it comes to creating the look and feel of your space.
 
  
 +
<div style="display: inline-box; margin: 6px; padding-left: 6px; padding-right: 6px; padding-bottom: 6px; border: solid 1px #000000; border-radius: 3px; width: 200px; height: 70px; float: right;">
 +
*[https://docs.unity3d.com/Manual/Shaders.html Materials And Shaders]
 +
*[https://www.assetstore.unity3d.com/ Asset Store]
 +
</div>
 +
 +
'''Materials - combining textures with shaders'''
 +
 +
Unity offers a huge array of options for physical materials. You can buy cool materials and shaders in the Unity Asset Store; you can even create your own.
 +
Just the Standard Shader which will automatically be applied to any new material you create provides you with enormous power when it comes to creating the look and feel of your space.
 +
This region has two different wooden floors and concrete walls.
 +
It also has glass panels, plastic fittings and some leather stools, all created using the Unity standard shader.
  
 
[[File:Materials.jpg]]
 
[[File:Materials.jpg]]
  
  
This region has two different wooden floors and concrete walls. It also has glass panels, plastic fittings and some leather stools, all created using the Unity standard shader.
 
  
  
'''Mirrors'''
+
'''Mirrors - a camera and a render material'''
  
 
The region also has two mirrors, one in the entrance hall and one in the main store room.
 
The region also has two mirrors, one in the entrance hall and one in the main store room.
  
 +
Details on how to create a mirror:
  
[[File:Mirror.jpg]]
+
# - In your hierarchy, right click and select 3D Object and plane to create a new plane in your scene view.  Then position your plane to face where you want it to be.
 
+
# - Right click in your project and make a Render Texture.
 
+
# - In your hierarchy, right click on the plane you just made and add a camera.
Details on how to create mirrors can be found ''here'' and ''here''.  
+
# - In your inspector, remove the audio listener by right clicking over that module and selecting Remove Component.
 +
# - Rotate your camera to face out from the front of the mirror plane.
 +
# - Drag the render texture into the Target Texture block of your mirror's camera.
 +
# - Drag that same Render Texture you made into the plane you made in hierarchy.
 +
# - Set scale on the plane x value to -1
 +
# - Switch the shader on the Plan you made to Self-Illumin/Transparent/Diffuse(HDR)
 +
# - Set the shader's Emission Gain to 0.1
 +
# - Click on the white in the Main Color area at the top of the shader and adjust the A (alpha) slider towards the bottom to adjust the transparency if needed for use in something like a window
  
 
It is worth noting that mirrors like these have almost no performance impact; Big mirrors like these will not cause lag in your regions.
 
It is worth noting that mirrors like these have almost no performance impact; Big mirrors like these will not cause lag in your regions.
  
 +
[[File:Mirror.jpg]]
  
'''Lighting and Reflections'''
 
  
The lighting in this scene is described in more detail in our How To Light Interiors.
 
  
  
[[File:Lightprobe.jpg]]
+
'''Lighting - using different light types'''
  
 +
The lighting in this scene is described in more detail in our [[Lighting_an_Interior|Lighting an Interior]].
  
 
The different types of lights in this scene are;
 
The different types of lights in this scene are;
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*Point lights
 
*Point lights
 
*Emissive surfaces
 
*Emissive surfaces
 +
 +
[[File:Lightprobe.jpg]]
 +
 +
  
  
'''Baking'''
+
'''Baking - using realtime and baked lights'''
  
 
Once all the lights and reflection probes are laid out, if you are baking anything (instead of using realtime lighting for everything)  
 
Once all the lights and reflection probes are laid out, if you are baking anything (instead of using realtime lighting for everything)  
Line 104: Line 121:
  
  
'''Reflection probes'''
+
<div style="display: inline-box; margin: 6px; padding-left: 6px; padding-right: 6px; padding-bottom: 6px; border: solid 1px #000000; border-radius: 3px; width: 200px; height: 70px; float: right;">
 +
*[https://docs.unity3d.com/Manual/ReflectionProbes.html Reflection Probes]
 +
</div>
 +
 
 +
'''Reflection probes - bringing shiny surfaces to life'''
  
 
Reflection probes influence all the static and moving shiny surfaces in the scene.
 
Reflection probes influence all the static and moving shiny surfaces in the scene.
  
 +
That includes the glass shelves and metal lights in this scene, and any metallic or shiny surfaces worn by visitors.
 +
 +
Once laid out reflections probes can be baked into the scene like light probes.
  
 
[[File:Reflecctionprobes.jpg]]
 
[[File:Reflecctionprobes.jpg]]
  
  
That includes the glass shelves and metal lights in this scene, and any metallic or shiny surfaces worn by visitors.
 
  
Once laid out reflections probes can be baked into the scene like light probes.
 
  
 +
'''Sliding doors - animating objects without scripting'''
 +
<div style="display: inline-box; margin: 6px; padding-left: 6px; padding-right: 6px; padding-bottom: 6px; border: solid 1px #000000; border-radius: 3px; width: 200px; height: 110px; float: right;">
 +
*[[Making_Animated_Doors|Animated Doors]]
 +
</div>
  
'''Animated Doors'''
 
  
 
space creators can easily keyframe animate a huge variety of attributes of inworld objects; not just position and rotation but colour, light intensity, etc.
 
space creators can easily keyframe animate a huge variety of attributes of inworld objects; not just position and rotation but colour, light intensity, etc.
  
In this scene the doors have been designed to open and close in response to a proximity trigger. No scripting is needed to build interactive components like this. For more detail on animated doors see here.
+
In this scene the doors have been designed to open and close in response to a proximity trigger. No scripting is needed to build interactive components like this.
 
+
  
 
==Vending machines==
 
==Vending machines==
 +
 +
 +
 +
 +
 +
 +
 +
 +
 +
<div style="display: inline-box; margin: 6px; padding-left: 6px; padding-right: 6px; padding-bottom: 6px; border: solid 1px #000000; border-radius: 3px; width: 200px; height: 110px; float: right;">
 +
*[[Videos/Vending_machines|Video tutorial]]
 +
*[[Components/InventoryVendor|Inventory Vendor]]
 +
*[[Components/CatalogVendor|Catalog Vendor]]
 +
*[[Components/AnimationVendor|Animated Vendor]]
 +
</div>
 +
 +
  
 
The Mirage demo scene contains two types of vending machine;
 
The Mirage demo scene contains two types of vending machine;
Line 130: Line 171:
 
*Catalogue – displays all virtual goods with a specific brand name that you define
 
*Catalogue – displays all virtual goods with a specific brand name that you define
 
*Preview – Displays a specific product in preview window
 
*Preview – Displays a specific product in preview window
 +
 +
  
  
Line 136: Line 179:
  
  
Setting up these vending machines is described in more detail here and here.
 
  
 +
'''NPCs - creating mannequins without scripting'''
  
  
'''NPCs'''
+
<div style="display: inline-box; margin: 6px; padding-left: 6px; padding-right: 6px; padding-bottom: 6px; border: solid 1px #000000; border-radius: 3px; width: 200px; height: 90px; float: right;">
 +
*[[Videos/NPCs_Basic|Video tutorial]]
 +
*[[Components/Statue|Statue Component]]
 +
</div>
  
 
The Mirage demo scene contains three NPCs, each dressed wearing a skin that is also on sale in the store.
 
The Mirage demo scene contains three NPCs, each dressed wearing a skin that is also on sale in the store.
  
Setting up NPCs is really simple in space and the process is described here and here.
+
 
 +
 
 +
 
 +
 
 +
 
  
  
  
 
[[File:Npcs.jpg]]  
 
[[File:Npcs.jpg]]  
 +
 +
  
  
 
==Virtual goods==
 
==Virtual goods==
 +
 +
 +
 +
 +
<div style="display: inline-box; margin: 6px; padding-left: 6px; padding-right: 6px; padding-bottom: 6px; border: solid 1px #000000; border-radius: 3px; width: 200px; height: 90px; float: right;">
 +
*[[Videos/Virtual_Goods|Video tutorial]]
 +
*[[Virtual_Goods|Virtual Goods]]
 +
</div>
 +
 +
  
 
Whatever products you are selling, from whole regions to clothes, accessories, furniture or  gestures, all you need to do is add the virtual good component to each asset and upload it to the store.
 
Whatever products you are selling, from whole regions to clothes, accessories, furniture or  gestures, all you need to do is add the virtual good component to each asset and upload it to the store.
  
Using the virtual goods component is described in more detail here and here.
+
 
 +
 
 +
 
 +
 
 +
 
 +
 
 +
[[File:Virtualgoods.jpg]]

Latest revision as of 21:36, 13 February 2020

Howtocreateashopbanner.jpg

Mirage Scene Download

This page is based on the Mirage shop template which you can download and modify yourself (see right).


We will cover;

Creating a shop

The Mirage region is built without using any 3D modelling or mesh creation tools at all. Everything in the region has been created with Unity or Photoshop. The base region is approximately 25 mb download for users.



Scene set up - interior or exterior scene?

The Mirage shop template region is just a skybox. There is no need to create a full environment around this template.

Mirageexterior.jpg



The building - using simple tools

The walls and floors and all the interior props were built using basic primitive shapes in Unity. These can be added to your scene, sized and positioned using the Unity editor's standard gizmos. Once a building has been created, you can add materials to your objects, to combine textures and shaders and create detailed and attractive spaces. You can also choose to use ProBuilder a free Unity asset to build basic or advanced geometry, right in Unity, with zero creative barriers.

Transformbox.jpg



A 3D logo - text extrusion with Blender of Photoshop

The logo above the door was extruded from text using Photoshop and saved as an fbx file. You can also use Blender to do this.



Materials - combining textures with shaders

Unity offers a huge array of options for physical materials. You can buy cool materials and shaders in the Unity Asset Store; you can even create your own. Just the Standard Shader which will automatically be applied to any new material you create provides you with enormous power when it comes to creating the look and feel of your space. This region has two different wooden floors and concrete walls. It also has glass panels, plastic fittings and some leather stools, all created using the Unity standard shader.

Materials.jpg



Mirrors - a camera and a render material

The region also has two mirrors, one in the entrance hall and one in the main store room.

Details on how to create a mirror:

  1. - In your hierarchy, right click and select 3D Object and plane to create a new plane in your scene view. Then position your plane to face where you want it to be.
  2. - Right click in your project and make a Render Texture.
  3. - In your hierarchy, right click on the plane you just made and add a camera.
  4. - In your inspector, remove the audio listener by right clicking over that module and selecting Remove Component.
  5. - Rotate your camera to face out from the front of the mirror plane.
  6. - Drag the render texture into the Target Texture block of your mirror's camera.
  7. - Drag that same Render Texture you made into the plane you made in hierarchy.
  8. - Set scale on the plane x value to -1
  9. - Switch the shader on the Plan you made to Self-Illumin/Transparent/Diffuse(HDR)
  10. - Set the shader's Emission Gain to 0.1
  11. - Click on the white in the Main Color area at the top of the shader and adjust the A (alpha) slider towards the bottom to adjust the transparency if needed for use in something like a window

It is worth noting that mirrors like these have almost no performance impact; Big mirrors like these will not cause lag in your regions.

Mirror.jpg



Lighting - using different light types

The lighting in this scene is described in more detail in our Lighting an Interior.

The different types of lights in this scene are;

  • Ambient light
  • Area lights
  • Point lights
  • Emissive surfaces

Lightprobe.jpg



Baking - using realtime and baked lights

Once all the lights and reflection probes are laid out, if you are baking anything (instead of using realtime lighting for everything)

Baked lights have their impact on textures and light probes applied during a one click bake process in Unity before you upload your region. The actual light source is then not used inworld. This improves inworld performance; your frame rate will be higher; but it increases the size of the download by creating lightmaps; large textures that blend with the scene textures to deliver the impact of the original light source.

Realtime lights are physical lights operating in your scene. They can cast live shadows on moving objects in your scene. Lots of lights may have an impact on performance but they reduce the size of the region when it is downloaded by your visitors.


Reflection probes - bringing shiny surfaces to life

Reflection probes influence all the static and moving shiny surfaces in the scene.

That includes the glass shelves and metal lights in this scene, and any metallic or shiny surfaces worn by visitors.

Once laid out reflections probes can be baked into the scene like light probes.

Reflecctionprobes.jpg



Sliding doors - animating objects without scripting


space creators can easily keyframe animate a huge variety of attributes of inworld objects; not just position and rotation but colour, light intensity, etc.

In this scene the doors have been designed to open and close in response to a proximity trigger. No scripting is needed to build interactive components like this.

Vending machines


The Mirage demo scene contains two types of vending machine;

  • Catalogue – displays all virtual goods with a specific brand name that you define
  • Preview – Displays a specific product in preview window



Vendingmachinemirage.jpg



NPCs - creating mannequins without scripting


The Mirage demo scene contains three NPCs, each dressed wearing a skin that is also on sale in the store.





Npcs.jpg



Virtual goods


Whatever products you are selling, from whole regions to clothes, accessories, furniture or gestures, all you need to do is add the virtual good component to each asset and upload it to the store.




Virtualgoods.jpg