Portal
Objectives
- Create your own level in a new scene using ProBuilder and ProGrids!
- Ensure that the level has an
FPSController
to navigate with in the scene. - Ensure that there is an object or region with a trigger at the very end that will trigger the end of the level (some zone with an invisible
BoxCollider
will work). - When the level ends, display “You Won!” on the screen with a
Text
object.
Demo
by Edward Kang
Getting Started
Download the distro code for your game from cdn.cs50.net/games/2018/x/projects/10/portal.zip and unzip portal.zip
, which should yield a directory called portal
.
Then, in a terminal window (located in /Applications/Utilities
on Mac or by typing cmd
in the Windows task bar), move to the directory where you extracted portal
(recall that the cd
command can change your current directory), and run
cd portal
Having some trouble with Unity? The staff has found that Version 2018.4.28f1 has worked well for them on a variety of different operating systems.
Becoming a Pro
Welcome to your eleventh and final regular assignment! This assignment is going to be a fun conclusion to what’s been a challenging but hopefully exciting term! Rather than build upon Portal in this example, and to afford you some extra time for your final project (and hopefully save a little stress!), we’re going to leverage some of Unity’s brand-new tools to create a level! ProBuilder and ProGrids are a key feature that’s changed the game for Unity, and having them makes creating game worlds (and more!) all the easier.
Specification
- Create your own level in a new scene using ProBuilder and ProGrids! The distro should already have ProBuilder and ProGrids imported and ready for use, but just in case they aren’t, you can easily find them by searching in the Asset Store (where they are now free, thanks to Unity having acquired them!). There are many resources for learning how to use ProGrids effectively, but two resources in particular that are worth checking out are here and here, which should more than prepare you for creating a simple level.
- Ensure that the level has an
FPSController
to navigate with in the scene. This part’s probably the easiest; just import an FPSController from the Standard Assets! It should already be imported into the project in the distro, where you can find the prefabs underAssets > Standard Assets > Characters > FirstPersonCharacter > Prefabs
! - Ensure that there is an object or region with a trigger at the very end that will trigger the end of the level (some zone with an invisible
BoxCollider
will work). This one should be easy as well, just relying on the creation of an empty GameObject and giving it aBoxCollider
component, which you can then resize via its resize button in the component inspector! - When the level ends, display “You Won!” on the screen with a
Text
object. Recall thatOnTriggerEnter
is the function you’ll need to write in a script you also associate with theBoxCollider
trigger, and ensure that theBoxCollider
is set to a trigger in the inspector as well! Then simply program the appropriate logic to toggle on the display of aText
object that you also include in your scene (for an example on how to do this, just see the Helicopter Game 3D project, specifically theGameOverText
script)!
CS50 Games exists only in archive form, as of 1 July 2024. While you cannot submit this project for credit any longer, it is a great exercise to test your understanding of the course material.