Book Image

Unity for Architectural Visualization

By : Stefan Boeykens
Book Image

Unity for Architectural Visualization

By: Stefan Boeykens

Overview of this book

Architects have always relied on drawings, renderings, and sometimes even movies to present their design concepts to clients, contractors, and other stakeholders. The accessibility of current game engines provides new and exciting possibilities to turn any design into an interactive model that anyone can experience at their own pace. "Unity for Architectural Visualization" explains how you can create compelling, real-time models from your 3D architectural project. Filled with practical tips and in-depth information, this book explains every step in the process, starting from the very basics up to custom scripts that will get you up to the next level. This book begins with a general overview of the Unity workflow for architectural models. You will start with a simple project that lets you walk around in your design using basic Unity tools and methods. You will then learn how to easily get convincing lightning effects on your scene. You will then set up a basic navigation system in your project, and not only this; you will also cover some tips and tricks to take navigation to the next level. You will quickly learn how to fine-tune the shaders and how to set up materials that are a bit more advanced. Even when you finish Unity for Architectural Visualization, this book will make scripting easier with reusable examples of scripts that can be applied in most projects. After reading this book, you will be comfortable enough to tackle new projects and develop your own.
Table of Contents (15 chapters)
Unity for Architectural Visualization
Credits
About the Author
Acknowledgement
About the Reviewers
www.PacktPub.com
Preface
Index

Displaying basic text/information on the screen


When giving feedback to the user, you can display text or images on screen. They are often placed as an overlay on top of the rest of the scene.

  1. The simplest, but static approach is using a GUITexture or GUIText (GameObject | Create Other | GUI Text or GUI Texture), as shown in the following screenshot:

  2. The Transform component works a bit differently from regular 3D positioning. They are expressed in Screen space, with X going horizontal from 0 (left) to 1 (right), and Y vertical from 0 (below) to 1 (top). Place the text at 5 pixels from the upper left corner, by setting the Transform position to X = 0, Y = 1 and the Pixel Offset in the GUI Text component at X = 5 and Y = -5.

  3. To place a fixed image (for example, a Logo), follow the same approach: Transform position and Pixel Inset. The image should be loaded first as a 2D Texture (simply dragging any image into Unity suffices).

Beware that they are not the most efficient, performance-wise and you...