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How can I achieve this?

Discussion in 'Editor & General Support' started by Ahmed-C, Dec 13, 2015.

  1. Ahmed-C

    Ahmed-C

    Joined:
    Dec 19, 2013
    Posts:
    10
    I'm sorta new to 3D game development so some things which may be obvious to you may not be that obvious to me. That being said I want to know how I can achieve somethings.

    Suppose I have an idea for a car game, let's say I have one car in the game which I may want to customize. Let's start the customization with Hood, Tires and Rims.

    How can I achieve different hood models tires and rims (maybe change rim sizes and styles) when I want to add a customization option for the car when the user plays. My modelling program is Blender. From the way I see it, Would I need to create the same car type but just with the different looks OR is there a way to create the base of the car, then create the hoods separately, tires separately and rims etc. then import the base of the car to unity, and then just do swapping of those individual parts?

    Anyone know what I mean? just take today's car games as examples, like Need for Speed 2015, obviously the car doesn't change but just the individual parts do, how can I achieve this in Unity 3d with good practise?
     
  2. mantekkerz

    mantekkerz

    Joined:
    Dec 24, 2013
    Posts:
    111
    I think most games of this type have this approach:

    - Each car you model will have each different type of bumper, hood, already contained in the model. These are parts that only fit on this given car. It's important to give them clear names, having multiple parts on top of each other can quickly get messy and confusing in your modelling program

    - You switch on/off the visibility of the parts according to what your user wants

    - Tyres/Wheels, for these, generally, they will fit a wide range of cars. So there is no need to include every variation in the car model. It's easier to simply switch off the mesh renderer of the current wheel, then instantiate the new wheel in its place

    That's just one way of doing it. There's not really a right or wrong way to approach it, it depends on your requirements and probably the platform you are aiming for.
     
  3. Ahmed-C

    Ahmed-C

    Joined:
    Dec 19, 2013
    Posts:
    10
    So what you're saying regarding the car model with different types of hoods and bumpers etc. is that I already make those parts within blender in the same car model and set the visibility through unity 3D? So if I had for the hood and bumpers parts a b and c I'm blender I model the base of the car and then when I'm modeling the hood and bumpers I model parts a b and c for both hood and bumpers so for both those there are 3 parts modeled. Then when I get to unity it's just a matter of setting them visible or not.

    As for the tires, it's just like the other parts right? I just set the visibility from the variety of tires for that car depending on what the user wants.

     
  4. KeereeDev

    KeereeDev

    Joined:
    Apr 21, 2016
    Posts:
    60
  5. Ziad-Hatem-88

    Ziad-Hatem-88

    Joined:
    Jul 3, 2017
    Posts:
    2