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Building an Architectural Walkthrough Using Unity

Walk around in your own architectural design with the Unity Game Authoring system
3.6 (11 ratings)
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161 students enrolled
Last updated 12/2014
English
$15 $85 82% off
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Includes:
  • 3 hours on-demand video
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
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Description

Starting from 3D models in common architectural software, we will discuss the workflow to load the models into Unity and even incorporate model changes. The building model will be refined, with better materials and lighting, so it looks attractive to the visitor. With a few basic scripts, we add the necessary interactivity and finally export it into an application you can share.

This video tutorial shows an efficient and easy approach to apply an architectural 3D model into your project for quick and reliable results.

About the Author

Stefan Boeykens is an architect-engineer from Leuven (Belgium). After graduation, he was involved in architectural practice for about 4 years, before returning to the KU Leuven for his PhD in 2007 on the integration of Building Information Modeling (BIM) in the design process. He worked on a variety of research and education projects, ranging from CAD and BIM to metadata for architectural archives and cost simulations. His main research interests are BIM, 3D modeling and visualization, digital historical reconstruction, parametric design, programming, and interoperability between a variety of software tools, with a special focus on openBIM.

Who is the target audience?
  • This video course is meant for architects, designers, engineers, students, or in a nutshell, anyone interested in developing interactive environments with Unity.
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What Will I Learn?
Export CAD and BIM models into a format that Unity can use
Optimize the geometry and import settings for clean and reliable results
Adjust the materials to add bump maps and transparent or reflective effects
Add a Sun light with shadows and ensure even lighting
Improve interior lighting with additional lights
Bake the lighting onto the model with Lightmapping
Add a character to freely walk around your model
Use animations to apply interactive features such as opening doors
Build a complete standalone application that can be shared online
Gain control over your model with Unity scripts
View Curriculum
Requirements
  • A quick brush up on the basics of Unity and you will be ready to go.
  • This video tutorial takes an illustrative approach, with attention to how and why you need to do things. Each step leads you to the final walkthrough and, what’s more, the concepts can be applied to other architectural software too.
Curriculum For This Course
Expand All 42 Lectures Collapse All 42 Lectures 02:51:16
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Importing Architectural Models in Unity
6 Lectures 19:52

What this course entails

Introduction and Workflow Overview
03:04

Unity cannot directly import SketchUp files. Export the model to compatible 3D formats for Unity.

From SketchUp to Unity
03:45

ArchiCAD does not support FBX or Collada. Instead of using 3D obj formats, we rely on model exchange through Cinema 4D.

From ArchiCAD to Unity (Step 1)
02:50

Unity integrates directly with Cinema 4D.

Preview 02:38

Once you established a model import, Unity retains its import settings and will reload the model when the file is updated automatically.

Updating Models
03:49

Architectural models tend to be large and complex. Splitting the model into separate files and applying culling and batching will improve performance.

Improving Performance
03:46
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Navigating an Architectural Model
5 Lectures 23:42

Creating an interactive navigation system can be quite elaborate. Luckily, Unity provides two common setups: a First Person and a Third Person controller.

Adding a First-person Controller
05:27

3D objects are usually not aware of other's geometry in the scene. Colliders are used to detect the objects passing through them.

Preview 04:16

Depending on the context, you have to choose between a First and a Third Person view point. Unity provides both of them as examples.

Adding a Third-person Controller
03:47

Using the default construction worker is not suitable in typical architectural visualization situations. You can use the Unity Asset Store to load or buy new characters and animations.

Loading a Different 3D Character
05:48

To assist the user with navigation, you can add additional cameras that can be used as a subset of the screen.

Adding a Mini-map
04:24
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Improving Materials with Shaders and Textures
5 Lectures 20:53

The default materials imported from CAD/BIM can be dull. We can improve them a lot by using multiple textures.

Textured Materials with Bump and Specular Mapping
05:27

A plain-colored background helps with the orientation a bit. By adding an environment texture, we can see the sky and clouds all around us.

Preview 02:56

Though we can create a transparent material with the default shaders, it is dull and does not give the impression of a reflection. When we use a special shader, we receive a pseudo reflection.

Using a Better Glass Shader
04:53

Texture materials can use up a lot of memory and are not easy to adjust quickly. Procedural textures can generate textures from a recipe and can be edited.

Procedural Materials Using Substances
04:10

Some objects have holes and cutouts, which can take lots of geometry to model. We can increase the performance using simple geometry and cutout shaders.

Cutout Textures Using Alpha Maps
03:27
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Adding Lights and Shadows
5 Lectures 15:04

Without lights, your project is dull and dark. There are four different light types available to brighten up any scene.

Preview 02:51

There is no sun object in Unity, but we will mimic the light effects of the sun using a directional light. Moreover, it can also cast real-time shadows.

Adding a Sun with Shadows
02:30

Exterior, direct lighting is fairly easy, but interior scenes can be dull and flat, initially. Use several lights with fairly low brightness to even out interior lighting.

Interior Lights Using Point and Spot Lights
03:50

Real-time lights are very demanding and have lower performance. With Lightmapping, we can pre-calculate lighting as an additional texture layer on objects.

Lightmapping (Preparation)
02:24

Calculating lighting in advance can take lots of rendering time and texture memory. Start with conservative settings.

Lightmapping (Calculation)
03:29
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Animating Objects and Lighting
5 Lectures 20:07

Unity has several possibilities to define animation. Apart from scripting, there are two animation systems available, Legacy and Mecanim.

Understanding Animation in Unity
02:53

Animation in Unity is stored in animation clips. We need to create the clips and attach them to the right object.

Preview 03:29

Gameobjects only rotate around their own pivot point. To rotate them around a different point, we can use an object hierarchy.

Keyframing an Opening Door
02:38

For full control over animation, we require scripting, and we can get quite far with the keyframe animation alone.

Opening and Moving an Elevator
06:42

An animated sun study uses a combination of different rotations and also needs to shift color. Almost any object property in Unity can be animated.

Setting Up a SunStudy Animation
04:25
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Scripting to Add Interactivity
5 Lectures 21:26

Out of the box, Unity is quite complete. However, to add specific functionalities in a project, you require scripting.

Creating Your First Script
02:49

To write scripts, you need a good code editor. Unity includes Monodevelop, which is an integrated development environment.

Editing a Script in Monodevelop
03:33

Scripts often contain events that need to occur at a specific moment or situation. We react to a Trigger Event to capture the player approaching.

Triggering the Rotation of GameObject
05:31

Materials are assigned to the Renderer component. With scripting, you can replace them with another material.

Switching a Material with a Script
05:51

Shortcuts only make sense on the desktop and Webplayer. Adding a GUI button is consistent on all platforms.

Adding a GUI to the Material Switcher
03:42
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Expanding the Scripts
5 Lectures 30:24

Sometimes you want to hide or show the parts of your model, or you might want to switch between different design alternatives. You can enable and disable the Mesh Renderer component of Gameobjects using a script.

Preview 04:09

Sometimes you want to present the user with a particular viewpoint: from above or from an alternative angle. We will move our main camera between different present camera positions.

Switching between Cameras
07:23

When you fall from the world or want to quickly step back to where you began, you can move the player.

Resetting the Player
06:13

If we want to request more information about a particular object, we need to highlight or select it first. Picking objects uses a cast ray in the scene to pick objects.

Picking Objects
05:56

When we highlight an object, we want to see some information in a pop-up window. We will request information from a custom component and display it in a GUI window.

Displaying Object Information
06:43
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Presenting the Final Walkthrough
6 Lectures 19:48

The Unity Editor is an authoring environment, which gives a preview of your game for testing. However, to share your result with the world, you need to compile it in an actual game or app.

Bringing Everything Together – The Build Settings
03:35

Once you have chosen the desired platform and player settings, you can build your game.

Building the Result and Play
03:24

Depending on your Unity license and operating system, you have multiple platforms at your disposal.

Building for other Platforms – Example iOS
03:02

Unity supports iOS, but you need a Mac that runs XCode and an iOS SDK Developer license.

Compiling and Running the iOS App
02:48

Unity has the provision of being controlled by the Unity Remote App which can be run from your IPhone.

Adding a Mobile Controller
01:46

While a running app can be all you need, some minor improvements are often required.

Some Final Refinements
05:13
About the Instructor
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