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GreasedScotsman edited this page Jun 6, 2024 · 2 revisions

Icon Level Crate

Best Practices for Level Creation by SLZ Level Designer HappyGoCrazee

https://mod.io/g/bonelab/r/best-practices-for-level-creation

Level Tutorial Video Series

Zone Tutorial Video Playlist

Totally new to level building? Start here:

Levels Overview

Bonelab levels are a Unity Scene or collection of Scenes (see Scene Chunks) that contain the geometry, textures, lighting, reflection probes, light probes, triggers, Zones, Zone Events, a myriad of CrateSpawners, that range from items and weapons the player can use to enemy NPCs to fight. In addition to lighting, a level's mood is often set through its music and ambient sounds. Zone Link Items, like Zone Music and Zone Ambience, coupled with Reverb data and Reverb Zones, provide the means to texture a level with a rich audio landscape. Each level must contain one Player Marker, which acts as its spawn point.

Create a Level Crate

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  • Select your Working Pallet in the Asset Warehouse.
  • In the Pallet's inspector, click the Create Level Crate button.

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  • In the Create Level Crate window that appears, set the Level Title.

Leaving the other options as defaults, this will auto-generate a basic Unity Scene from the Marrow Scene Template that includes all of the basic essentials for a level, including lighting, light probes, Reflection Probes, Zones, Baked Volumetric Fog and the Player Marker. This serves as a good starting point allowing you to focus on adding geometry, lighting, sound, music, spawnables and other creative aspects level design.

If you already have a .unity scene file that you want to the Level Crate to use, you can use the drop-down menu to select Custom Scene and then set the Scene field that appears.

  • Click Create

Most Arena-style levels or small levels will work fine as single scene levels. However, building a custom campaign level with large amounts of environmental detail that may span enormous areas should leverage the Scene Chunks system that dynamically streams in and out additive scenes based on the player's location. This allows for much greater fidelity and has significant performance benefits.

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