After we add an animation set for the character, we can finalize it before moving on to building an actual game level.
The character lacks a proper graphic aspect, game controls, and the capability to react to physics.
We are going to deal with these one at a time, starting with textures and materials. In Chapter 2, 2D Assets for Unity, we described how simple materials are imported and created in Unity. Now that we have a true character for the prototype, we can discuss materials in more detail. In the following recipe, we create a material that requires two textures.
The material for the character we are working with requires two textures: one to provide the basic color of the mesh and another for the details of bumps and lights falling onto the mesh. The first texture or map is technically called the diffuse map of the character and, simply put, contains the information on how colors are distributed on the mesh surface without any lighting. The second is usually addressed as...