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Implementing Wind Effect Into A Beautiful Terrain

A topic by Yashasvee created Apr 17, 2021 Views: 232
Viewing posts 1 to 1
(12 edits)

VIT Bhopal CSE (Specialization In Gaming Technology)

Project Natural Vision 

Members: 

  • Ronak Sharma (20BCG10004)
  • Yashasvee Iyer (20BCG10012)

Main Effect: Wind Effect 

Extra: Made terrain, added textures, Trees, Audio, and build an application.

Link To Showcase Video - (https://drive.google.com/file/d/12m1VCsFkd4sdExSAlLP4-xb7xzi5SWrC/view?usp=shari...)


  • Assets Used

Tree Asset -(https://assetstore.unity.com/packages/3d/vegetation/trees/conifers-botd-142076)

Groud Texture -(https://assetstore.unity.com/packages/2d/textures-materials/floors/outdoor-groun...)

Terrain Tools -(https://assetstore.unity.com/packages/2d/textures-materials/nature/terrain-tools...)

SkyBox -(https://assetstore.unity.com/packages/2d/textures-materials/sky/skybox-series-fr...)


  • Open Unity and add a terrain from the 3D objects menu. 


  • Select the brush after selecting the raise and lower terrain in the drop-down menu shown in the image below. 

  • Make the terrain by raising and lowering the height of the terrain with different types of brushes. 


 

  • Add layer 


 

  • Add a layer as per your choice (Note: Layer must be already added in your assets) 


 

  • Paint the textures. 


 

  •  Now add more layers for making roads. 


 

  • Select layer. 


 

  • Draw road with the brush. 

 

  • Select the tree option shown in the image. 


 

  • Click on add Tree. 


 

  • Select a tree. (Trees must already be available in your assets, you can download it from the asset store or create one with the help of blender). 

 

  • Add trees by using the brush on the terrain. We can also adjust the density of trees and the size of the brush. 

 

 

 

  • Create an empty game object. 

 

  • Create a capsule. 


  • Add the capsule into the empty object. 

 

  •  Remove capsule collider. 


  • Add the main camera into the system of the empty object. 


  • Now position the empty game object. 


  • Now create an empty C# Script. 


 

  • Open the C# script in your code editor. 

  

  • Write the below code. 

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

[RequireComponent(typeof(CharacterController))]

public class SC_FPSController : MonoBehaviour

{

    public float walkingSpeed = 7.5f;

    public float runningSpeed = 11.5f;

    public float jumpSpeed = 8.0f;

    public float gravity = 20.0f;

    public Camera playerCamera;

    public float lookSpeed = 2.0f;

    public float lookXLimit = 45.0f;

    CharacterController characterController;

    Vector3 moveDirection = Vector3.zero;

    float rotationX = 0;

    [HideInInspector]

    public bool canMove = true;

    void Start()

    {

        characterController = GetComponent<CharacterController>();

        // Lock cursor

        Cursor.lockState = CursorLockMode.Locked;

        Cursor.visible = false;

    }

    void Update()

    {

        // We are grounded, so recalculate move direction based on axes

        Vector3 forward = transform.TransformDirection(Vector3.forward);

        Vector3 right = transform.TransformDirection(Vector3.right);

        // Press Left Shift to run

        bool isRunning = Input.GetKey(KeyCode.LeftShift);

        float curSpeedX = canMove ? (isRunning ? runningSpeed : walkingSpeed) * Input.GetAxis("Vertical") : 0;

        float curSpeedY = canMove ? (isRunning ? runningSpeed : walkingSpeed) * Input.GetAxis("Horizontal") : 0;

        float movementDirectionY = moveDirection.y;

        moveDirection = (forward * curSpeedX) + (right * curSpeedY);

        if (Input.GetButton("Jump") && canMove && characterController.isGrounded)

        {

            moveDirection.y = jumpSpeed;

        }

        else

        {

            moveDirection.y = movementDirectionY;

        }

        // Apply gravity. Gravity is multiplied by deltaTime twice (once here, and once below

        // when the moveDirection is multiplied by deltaTime). This is because gravity should be applied

        // as an acceleration (ms^-2)

        if (!characterController.isGrounded)

        {

            moveDirection.y -= gravity * Time.deltaTime;

        }

        // Move the controller

        characterController.Move(moveDirection * Time.deltaTime);

        // Player and Camera rotation

        if (canMove)

        {

            rotationX += -Input.GetAxis("Mouse Y") * lookSpeed;

            rotationX = Mathf.Clamp(rotationX, -lookXLimit, lookXLimit);

            playerCamera.transform.localRotation = Quaternion.Euler(rotationX, 0, 0);

            transform.rotation *= Quaternion.Euler(0, Input.GetAxis("Mouse X") * lookSpeed, 0);

        }

    }

}


  


  • Now add the Script in the empty object, it will give the player some controls. 

 

  • Go to window>Rendering>Lighting. 


  • Then open environment. 


  • Click on Skybox material and select a preferred skybox material (Note: Skybox material must be already available in your assets, we downloaded it from the asset store). 


  

  • Right-click on the empty object > Audio > Audio Source. 


 

  

  • Choose audio track 

  

  • Enter Wind Effect


  

  • Click on Build 


 

  • Choose Necessary Settings