Create a Landmarks compatible Environment from scratch
Watch Video Tutorials
Create a new environment from scratch (click to open or right-click and open in a new tab/window): -Or- Video Tutorial (click to open or right-click and open in a new tab/window):
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From the Unity editor window, select File > New Scene
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Delete everything from the scene's hierarchy (Main Camera and Directional Light)
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Drag and drop the
_Landmarks_
prefab (Assets/Landmarks/Prefabs/) into the hierarchy -
Locate the
LM_Environment
GameObject, a child of our new_Landmarks_
GameObject, and expand it to view children. Note: MapTestPlaceHolders is no longer used. -
Populate the environment with filler props
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Right-click on the existing
filler_props
GameObject. Select "Create Empty" and rename this new child offiller_props
to "NonTargetProps"-
Right click our new
NonTargetProps
GameObject and select "3D Object > Cube"- Click on our new
Cube
GameObject and, under the Transform component, set the Position (-12.5, 5, 13.8) and Scale (5, 10, 5)
- Click on our new
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Right click the
Cube
object we just created and select "Duplicate" (repeat this process until there are 5 copies) -
In the inspector, under Transform, set the Position of each cube GameObject (functionally, these GameObjects can be located anywhere in the environment)
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In the project window, navigate to the material you want to apply then drag and drop it onto each cube that we just created
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Right click the
filler_props
GameObject. Select "Create Empty" and rename this new child of filler_props to "Walls"-
Right click our new
Walls
GameObject, select "3D Object > Cube", and change the name of this GameObject to "C"-
In the inspector window, set the values for the Transform component of the
C
GameObject -
In the project window, navigate to the material you want to apply then drag and drop it onto the GameObject that we just created
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Right click the Walls GameObject again, select "3D Object > Cube", and change the name of this GameObject to "M"
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In the inspector window, set the values for the Transform component of the
M
GameObject -
In the project window, navigate to the material you want to apply then drag and drop it onto the GameObject that we just created
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Right click the Walls GameObject again, select "3D Object > Cube", and change the name of this GameObject to "Y"
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In the inspector window, set the values for the Transform component of the
Y
GameObject -
In the project window, navigate to the material you want to apply then drag and drop it onto the GameObject that we just created
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Right click the Walls GameObject again, select "3D Object > Cube", and change the name of this GameObject to "K"
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In the inspector window, set the values for the Transform component of the
K
GameObject -
In the project window, navigate to the material you want to apply then drag and drop it onto the GameObject that we just created
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Right click the filler_props GameObject. Select "3D Object > Cube" and rename this new child of
filler_props
to "terrain"-
In the inspector window, set the values for the Transform component of the
terrain
GameObject -
In the project window, navigate to the material you want to apply then drag and drop it onto the terrain GameObject we just created.
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Create target objects for navigation and other tasks
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Right-click on the existing
TargetObjects
GameObject, select "3D Object > Sphere", and rename this new child "Red Sphere"-
In the inspector window, set the values for the Transform component of the
Red Sphere
GameObject -
In the project window, navigate to the material you want to apply then drag and drop it onto the
Red Sphere
GameObject in the hierarchy.
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Right-click on the existing
TargetObjects
GameObject, select "3D Object > Capsule", and rename this new child "Blue Capsule"-
In the inspector window, set the values for the Transform component of the
Blue Capsule
GameObject -
In the project window, navigate to the material you want to apply then drag and drop it onto the
Blue Capsule
GameObject in the hierarchy.
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Right-click on the existing
TargetObjects
GameObject, select "3D Object > Cylinder", and rename this new child "Green Cylinder"-
In the inspector window, set the values for the Transform component of the
Green Cylinder
GameObject -
In the project window, navigate to the material you want to apply then drag and drop it onto the
Green Cylinder
GameObject in the hierarchy.
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To randomly populate targets at startup: Use the transforms provided above, set the TargetObjects parent GameObject's transform to be outside the environment (x: 0, y: 0, z: 700), and move on to the next step.
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To set persistent startup locations for each target: Adjust the transform so that each target object is at the desired location (e.g., the ones shown for the TargetLocations in step 7) and skip step 7 (i.e., do not create any child objects of TargetLocations).
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Specify the possible locations for target objects within the environment (for random population of targets at startup only).
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NOTE: There may be more child objects of
TargetObjects
than of `TargetLocations,' but the reverse is not allowed (i.e., # of child objects in TargetObjects >= # of child objects in TargetLocations). -
Right click on the
TargetLocations
GameObject and select "Create Empty". Repeat this process two more times so that there are three children ofTargetLocations
. Rename these GameObjects, "Target01", "Target02", and "Target03", respectively. Use the following values for the Transform component of each object.
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Specify locations in the environment where the player will be spawned (i.e., starting locations)
- Right click on the
NavigationStartingLocations
GameObject and select "Create Empty". Repeat this process two more times so that there are three children ofNavigationStartingLocations
(one for each child ofTargetObjects
). Rename these GameObjects, "StartLoc01", "StartLoc02", and "StartLoc03", respectively. Use the following values for the Transform component of each object.
- Right click on the