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Difference between revisions of "Room Floor System"

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==Adding the room floor component==
 
  
 
1. Have your region set up in Unity. Click on GameObject at the top of Unity and then click 'Create Empty'.  
 
1. Have your region set up in Unity. Click on GameObject at the top of Unity and then click 'Create Empty'.  
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[[File:Roomfloorscript.png]]
 
[[File:Roomfloorscript.png]]
  
==Room floor component settings==
 
  
===Name===
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4. Add a name into the Name box. This name will be visible to users buying your template if you decide to sell it in the Shop.  
This is where you can add the name of your room floor. If you have made a bedroom, you can call this Bedroom, then add in a description.  
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===Description===
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5. Add a description into the Description box. This description will be visible to users buying the template if you decide to sell it in the Shop.
  
This is the description for the room floor.
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6. In the Furniture Quick placement, change the size to the number of floor areas you want in your region. For one area such as one room, change the size to 1. If you are making a house or anything else with levels, you will need to change the size accordingly. The collider to put here will usually be on the 3D object you used as the floor; You can simply drag the whole 3D object from the hierarchy to this box, and it will automatically add the collider.  
  
===Furniture Quick Placement===
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[[File:Furniturequickele.png]]
  
This is where you will need to drag in the placement colliders for the room floor. If you have made a simple room with just one floor area, you can set the Size to 1. If you have made a house or another building with more than one floor area, you can adjust the size to the size you need. Once you have put in the right size, you will need to drag in the colliders. Usually, if you have made the floor with a 3D object like a plane, the plane will have a collider attached to it. Simply drag the object you used for the floor into the Element box, and this will automatically add the collider.
 
  
[[File:Furniturequickele.png]]
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[[File:Furniturequick3.png]]
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7. Create another empty object and name it camera target. If you see a dropdown arrow next to room floor in the hierarchy, the camera target object is parented to it. You need make this a single object by dragging it down.
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[[File:Roomcamfl.png|300px]]
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8. Once this is unparented, make sure in the Transfrom under the Inspector window that the camera target is set to the position of 0,0,0. This is used so that the bird eye camera can look down on this object, making it easier for users to edit from top view.
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9. Drag the camera target object into the Focus box under Camera and Focus.
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[[File:Cameratarget.png]]
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You can leave the Default Zoom from Focus as it is.
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10. The Constrain Focus to Area is an optional setting. If you want to constrain the camera to an area, you will need to add a box collider above the ground collider. To add a box collider, make a new empty object and name it Constrain. Drag this collider into the
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Make sure it is above the ground collider and not intercepting it. This collider will go around the area, as shown in this example.
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[[File:Constrainexm.png|600px]]

Revision as of 08:02, 11 December 2018

You can use the room floor system to create a region you can edit from inside Sinespace. This is mostly used for making home regions where users will want to decorate.


1. Have your region set up in Unity. Click on GameObject at the top of Unity and then click 'Create Empty'.

Createemptyfl.png

2. Change the transform of the empty object to the position of 0,0,0 if it is not already set to that. You can also rename the empty to something like 'Room Floor' to make it easier to find in the hierarchy.

Inspectortrans.png

3. In the hierarchy, click on the empty object you just created, and in the Inspector window on the right, click on Add Component. Search for 'Room Floor' and add it. You will see this in your Inspector window.


Roomfloorscript.png


4. Add a name into the Name box. This name will be visible to users buying your template if you decide to sell it in the Shop.

5. Add a description into the Description box. This description will be visible to users buying the template if you decide to sell it in the Shop.

6. In the Furniture Quick placement, change the size to the number of floor areas you want in your region. For one area such as one room, change the size to 1. If you are making a house or anything else with levels, you will need to change the size accordingly. The collider to put here will usually be on the 3D object you used as the floor; You can simply drag the whole 3D object from the hierarchy to this box, and it will automatically add the collider.

Furniturequickele.png


Furniturequick3.png


7. Create another empty object and name it camera target. If you see a dropdown arrow next to room floor in the hierarchy, the camera target object is parented to it. You need make this a single object by dragging it down.

Roomcamfl.png


8. Once this is unparented, make sure in the Transfrom under the Inspector window that the camera target is set to the position of 0,0,0. This is used so that the bird eye camera can look down on this object, making it easier for users to edit from top view.

9. Drag the camera target object into the Focus box under Camera and Focus.

Cameratarget.png

You can leave the Default Zoom from Focus as it is.

10. The Constrain Focus to Area is an optional setting. If you want to constrain the camera to an area, you will need to add a box collider above the ground collider. To add a box collider, make a new empty object and name it Constrain. Drag this collider into the

Make sure it is above the ground collider and not intercepting it. This collider will go around the area, as shown in this example.

Constrainexm.png