Multi-level environment


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Note: this functionality has been removed, as from version 3.1 it is possible to build multilevel environments without the need to use planes.

If you have an older version you can continue to use it.

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You can create very complex environments by assembling planes in Scene View.

You will be able to draw your areas on different levels represented by planes. Keep in mind that many features of the 2.5d Toolkit will not be available. You will not be able to use the camera controls and objects will have to be placed manually in Scene View.

The first thing you have to do, before activating the multilevel function, is draw the area of a level by choosing the one that will allow you to better define the camera settings. You can help yourself with the character and his walk, exactly as described in the demos of other scenes. Enter Play Mode and do all your tests.

When you are ready you can enable multilevel mode.

Tools in Scene View are normally disabled by the script. You can activate / deactivate this function.

The work to place the floors is not trivial but with a little patience and always referring to the image in Game View you will be able to do it. 

What you need to do is start from the floor you drew and superimpose a plane onto it. Then continue with the next floors until the assembly is complete. 

You can now delete the first test area.

This is what you should have:

Once your planes have been placed you can draw your areas. In this example it was sufficient to use only one Walkable area.

As mentioned, using planes in Scene View you will need to place objects manually.

All sprites should have their pivot set to Bottom.

Drag your sprite from the Project folder into the Hierarchy.

Select the plane on which the object will be positioned and copy its Y position and then paste it onto that of the sprite.

Now position the sprite by scaling it to overlap its image. In some cases you will need to adjust the Y position. To verify that the sprite is of the correct size and is in the right position, help yourself by hiding it from the Inspector. By quickly showing and hiding it you can compare it to the background image from which it was cropped. Also move the character with the right mouse button to verify that it is hidden by the sprite correctly.

In the end your work should look like this:

Now test your scene in Play Mode. If you are satisfied you can create your mesh and export the data file to recreate the environment for your game.

vbgamestudio
Author: vbgamestudio