![]() Tile01-AA is in the Tiles/Blank folder, Fill01-C Local is found in the Geometry/Fills folder, and Edge C is found in the Trim folder. We can find the correct materials in MIU > Level Materials in the Project Window. Material links are based on name, so these would work, but we have some sample materials to use that have actual graphics and are easier to work with. You should see 3 Materials listed: Tile01-AA, Fill01-C Local, and Edge C. Select Cube (6) and Open up the Mesh Renderer component by clicking on the arrow on the left side and you should see a list of Materials (open it up if closed by clicking on the arrow). ![]() In the Inspector Window you should see a Mesh Renderer on each one of these objects. In the Scene Hierarchy open up the Learning to Roll object and you will find 6 objects that correspond to different sections of the level mesh. Your scene view should now look like this: In the Project Window, navigate to Assets/MIU/Internal/Meshes and drag the LearningToRoll mesh into the Scene Hierarchy. Let’s add the base Learning to Roll level mesh so we can get started with Static Meshes. You can read more about picking a skybox in the Skybox section of this document. Pressing this should reward you with a change in Skybox and a modified Scene Hierarchy where the Directional Light has been renamed to "Sun" and been moved into the Static/Lighting group. This will open up a new Unity Panel that should have a single button: Setup Lighting. To do this, we want to open up the Level Kit Window which can be done by selecting Marble It Up > Level Kit Window. First we want to set up the base scene so it’s ready to build upon. You should now have a blank scene with a Directional Light, and a Main Camera. First we create a new scene by pressing Ctrl+N or selecting File > New Scene. Now that we’ve checked out the example scene we can try making our own version of Learning to Roll. The final object is the Preview Camera which will provide the viewport in during level select. The Skybox group contains all the non-interactive objects and effects such as signs, clouds, and stars. The Static group contains all the map geometry that doesn’t move during play as well as the sun object for lighting direction. The Gameplay group contains items that are specific to gameplay such as the Start/End pads, the level bounds, power-ups, moving platforms, gems, etc. Here we can see that the level components are split into three groups Gameplay, Static, and Skybox. Let’s take a look at how it’s laid out in the Scene Hierarchy: In the Game and Scene windows you should see a familiar map! That’s it! You’re now ready to start making custom levels! Learning To Rollīefore we begin creating a new custom level, let’s take a look at the included demo scene of "Learning to Roll", which can be found in Assets/MIU/Example. This will make sure that the lightmapping settings are always usable. Next go to Edit > Project Settings > Graphics, scroll down, and adjust settings as shown: The most important part here is to Disable Shadows (as we’ll be baking lightmaps later) so you don’t see incorrect lighting information. Now let’s make a few adjustments to the project so that what you see in the editor is as close as possible to what you’ll see in the game.įirst, select Edit > Project Settings > Quality and adjust the settings to made this: You should see a new option on the Unity menu bar called "Marble It Up". Select Ok and wait for the package to complete importing. Then select MIU_LevelCreationKit.unitypackage which can be downloaded from this repository. Importing the Level Generation tools into Unity is easy!įrom the Unity menu bar select Assets > Import Package > Custom Package. Please also review the Level Creation Kit EULA before continuing. Once you have Unity and your model creation system of choice, you’re ready to start building! In Unity 2018.1 and later, the latest version of ProBuilder can be installed from inside the editor.įrom the Unity menu bar, select Window > Package Manager and then find ProBuilder in the list and click Install.įor Unity 2017.3 or older, you will have to use the older asset store version. ProBuilder or another 3D Modelling program is needed to create the actual map geometry and generate UV maps. Unity is needed to import the MIU_LevelCreationKit.unitypackage and export Unity Scenes as. Pro Builder Unity Asset (free) or other 3D Modeling software.To get started creating custom Marble It Up! Levels you will need a few additional tools: level files, and a Map Tester application to load and playtest your generated. The kit comes in two parts: a Unity Package to help build. The Marble It Up! Level Creation Kit is a system that allows you to create and test new Marble It Up! levels. Marble It Up! Level Creation Kit Table of Contents
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