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  • Writer's pictureGabriel Priem

Visual Composition Pt.I

Throughout the day, I've formed an environment that I have had in my head as the overall organization of objects within the scene in Unity. The following video is a quick excerpt with the overall setup:



Before I discuss issues with the above, I will briefly outline my process, which is twofold for the cube in the middle of the scene and the walls, respectively.


The cube is made up of 6, 8x8 tiled faces. Each row of tiles, therefore, consists of 8 tiles, each with a different band selection. The top row is 0 to 7, left to right. The following row shifts the tiles over one, moving the rightmost/last tile's band selection to the front. So the second row's band selections from left to right are 7, 0, 1, 2, 3, 4, 5, 6. Each row, as a result, is unique, and each face is a prefab of this 8x8 arrangement.


The walls, floor and ceiling have a different arrangement. These tiles are 19x19, and each row has only two adjacent band selections that alternate every tile. One row might alternate between tiles that follow band selections 4 and 5, and then the next row will be 3 and 4. This overall format is kept throughout the stacking of rows (front to back in relation to the camera), but some variation is introduced to hopefully make the final result more interesting. All bordering "room" tiles are the same arrangement of alternating tile rows, just rotated in different ways.


Key issues can be seen in the video. First of all, there is a semantic error in how the code is set up and the Audio script doing the data analysis requires a reference to every single instance of the tiles in the scene. The audio script is set up as it is now to only take one, which is why it only works for that one test tile at the front of the scene. Immediate next steps are to refactor the code to search for all instances of the tiles that need to be modified.


Auxiliary issues include the lighting in the scene. It looks decent in the scene view, but once the game view takes over, something is happening between the lighting and the camera readings that cuts out a lot of light. I'm not a lighting expert, so this may take a little work, but is, again, secondary to the code refactoring.

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