For the skybox Let's go ahead and go to our go and roll up these folders here.
Let's go ahead to our assets and import package needs the ones that come with you.
If you go down to the one that says skyboxes right there so skybox in unity there's just a large cube
surrounding the environment and what it is is these are these textures just assigned to all the sides
of them.
Well then import all of.
And they're going to import into the standard assets folder that we currently have right there.
All right so now they're in there to see one skyboxes and you'll see a handful of different ones.
And when you create a sky box you'll see that the shape or type is render effect skybox and inside of
it.
You're going to have all six of the planes that go inside to create all different angles for it and
basically will change it to a cube because it's you're essentially looking in just simply a cube inside
of the seat.
So let's go ahead and sign it to our scene in order to assign it to the scene you want to go to the
end it on the menu bar down to where it says render settings.
If you click on your settings were on the inspect your side you'll see one that says Sky box material
go in and click on the little plus sign at the selection option and then inside of here what we'll do
is we'll just move this over to the side and you'll see the different skyboxes kind of scattered around
here.
Then click on the first one this is in the sky box.
If you know this you can click on all the other ones overtasked you can do the moonshine and go down
to the overcast one here you can go down to the sunny sunny skybox two and sunny sky box will.
So each one is going to give you a different feel different mood and atmosphere and everything to it
.
And for this one might actually look interesting.
Let's see how the environment looks around this circular look more like and nighttime fill.
My ex look good.
Does provide that that kind blends with the rest of the environment.
HUD's currently go ballistic with that one for now.
Right.
So be sure just to choose which one you want to use for yours.
And then there's also an option inside of here in Rynders settings for fog it's going to be a lean fog
so it's just simply going to be at a distance.
So whatever distance you want and how close you want it to come to the camera type of fog we could do
it if we did this what you're going to have more of that out in the distance.
The fog color is going to be the fog color right here.
Usually what you can do is if you want the fog to be kind of accurate with the background just use your
eye drop and click on the color from the background.
So if I choose this one for instance let's see the milonga with a little bit more of a color here.
I think that's kind of
a little bit more of that tone.
And then what that's going to do is just kind of help set things into the distance especially if you're
looking over a far area.
There'll be kind of a nice benefit for
bright probably we'll stick with Lanier on this one.
There we go.
That should can give you a good feel when you start walking in and up into the air.
So that's going to be your skyboxes again you can just drop them straight in there and you can start
using it.
And and having in for the environment you'll have a nice nice feel to it.
The next thing that we wanna do is go back up to assets and to the import package and inside of it we're
going to go down there's two options there's a water basic in the water.
Pro will go ahead and place which will go in and import both the packages and if you have the pro version
with the pro version looks like if you have the regular version We'll show you what the basic one looks
like back up to assets and import package and go down do the water.
So if you have this one if you're on the trial version of unity pro then you can you can import the
pro features and take a look at those and and view them as well.
There we go.
Now we have both water packages if you know this when you go inside them the water has a light water
and a nighttime water.
And since I'm actually working on a nighttime scene I think the water basic and I'll put it over here
by our our friendly sand and their beach over here.
So if you notice the nighttime wires can be a little bit darker if we just drag in there brighter ones
so the daytime will be a little brighter this way
on the effects and click on the animated material.
And I don't know if the water is animated.
OK.
The animated when it runs at runtime it'll actually be moving where the water is going to scale this
one that actually make this one kind of large so it feels like it's for me.
From the standpoint the viewer will be able to see that I actually put it this way.
There we go.
So then when they come up and they're looking at that film they just kind of it goes off into the distance
that hopefully will be something like that.
All right.
We're going push play
and we're going to do then go back into the scene and just show you what it looks like here.
Is that on the basic version.
You'll notice that you've got a water effect.
You have the the ripples and the ripples actually just to material textures going opposite direction
of each other.
It has a good feel to this water I'm going to hide this water.
So it's going to turn off the game object will drag in our nighttime water for the real time.
Move this up just a little.
So the real time when if you know this has reflexions you can actually see the reflection of the moon
right there
.
Now the reflection of the stars and everything go into this one
will move out again to that corner.
So we go with that just a little bit.
There we
are.
So we have a new post up there supporting the object the texture looks like it could actually be tiled
a little bit better.
We've got her ocean water out there
go back up to the top.
If you can get a better view.
So I'm going to cheat here and we're now over to the water.
If you notice the water has a nice reflection to it.
But if you know this from a distance at a distance you can't even really tell what the water looks like
.
So if you're just trying to create the if you're creating water for my from a farther point doing it
with just the basic one for performance wise it's going to be great.
There's no need to actually have been the Rovers in the water
.
Stuff on that
of our water in this scene that we go and replace it.
Just turn this one off and we'll turn the other one back on.
But now we have our water in the scenes have are set up over here we have all of her pieces we've got
our texturing.
The only thing left to do on this one is to put some environment objects into it.
And one of the things we'll do on this one we'll just go to our assets again we'll go down to import
package and there's one called Tree creator and then click on to recreate
and click on the import import for us.
The unity has a tree system that we're going to look at how to build a tree before we do that.
So let's go and just take a look at what the tree looks like and how we can use on here of inside that
tree creator inside of our standard assets.
There is a tree and there's one that's called big tree the left click and drag this one into the scene
and it's just going to snap at whatever height they can find.
So we could place this.
They can actually go down here a little tree over here on the side see if this is going to work for
us.
Frisky little looks a little odd because it's not necessarily kind of a void of life intentionally over
here.
So let's just move this one and move this back over here.
We've placed it right in here where you're starting.
So he's coming out from what we could consider for us.
Now when you're working with this if you notice like with this tree when I dropped in to see how the
shadows so I'm seeing leaves but I'm seeing square blocks for the shadows.
If you click on your tree a tree that they give you by default is a optimized Mark and unoptimized Lima
leaf material if you want were in the tree on the tree option's over here.
But see will probably find them in sources and materials.
There is a big tree leaves.
If you just drag that one over to the optimized leaf material you're going against the blocks you're
actually going to get the tree leafs for the shadows
and the tree leaf options.
I'm going to have more options here you can go through and you can change stuff up on it.
For now we'll just stick with what we've got on that one.
So how about we put one more tree in here.
We'll just make a copy of this book control the Make a copy for a tree there.
See how it's going to fill for the player when they're coming through.
Put one more on the on the other side right here
.
If we we're going from a level we could say that he's just now coming out of four.
He's making his way towards the island.
If we were to look back behind this and the idea would be that it would just kind of fill with the whole
thing of trees and kind of lush green and everything.
All right.
So four basic elements of objects we have everything placed in the scene that we're going and put into
the scene.
We have a path for the player to walk through and in that kind of an objective to get to the top here
the last thing that will do.
Take a look at setting in some more lights setting in some particle effects can lightning in that way
.