I have yet to have any real problems with the Unity asset importing features, but the reason I wanted to write this article was to explain some of the quirks that might make things easier for new Unity developers. In this article, the two major things I want to cover are:
Once you have your object set up correctly, drag it from your project window into the scene and take a look - hopefully everything looks as you expect. There are many more advanced ways to work with materials and texturizing, so if things are not exact, you can change your resolution or settings within your modeling program to your liking.
Another important thing to note is that if you work with the saved model file directly from your assets folder, you can change your model on the fly. Simply edit and save to instantly update everything within unity. (keep in mind you may need to bake your texture again if you make big changes).
While I've yet to work with the major professional modeling applications such as Maya or 3d Studio Max, I can't imagine they would be much tougher than what we've done here with Cheetah. I look forward to working with those programs when I have the chance and perhaps writing a more specific tutorial if the process is different.
On the next page, we'll work with importing and utilizing sound files within our project.
Like models, Unity is open to just about any kind of sound file. The import procedure is very much the same, but understanding how to attach the file and work with it might take some basic tips.
In the image on the left, you can see how I have set up a "game music" type of sound attachment. In this instance, I have dragged the sound file directly onto the camera (where the audio listener is attached). Your audio listener component is where the sounds will be "centered". By default, you should have one attached to your main camera, and you'll need to remove that if you want to place it somewhere else in the game. You can only have one audio listener in-game at a time.
Working down from the top, we have a few fairly self-explanatory options such as "Mute" or "Loop". If we're doing music or something of the like, we would want to loop it, but obviously for a sound effect we wouldn't really prefer to hear it more than just once. "Play on awake" will cause your sound to start as the level begins - this setting is again something you should select depending on your own situation.
The "Priority" of the sound is the virtual layer that determines which sounds are the most important. For example, your game music should likely be less of a priority than your sound effects, and the sound of glass smashing should play "on top" of your music. Once you have a mass of sounds imported, tweaking this slider on each file will further customize your game and possibly make it more immersive.
The Volume, pitch, and first few 3d sound settings are methods you can use to further customize your player experience. All of these settings can be changed here or via script to your liking.
Distance is perhaps one of the coolest features, as changing these settings is what affects the volume of your sound in-game as it relates to the listener. By changing these settings, you can change how far away you can begin to hear something, and how loud the sound is as you get closer. Attached to a projectile, for example, you could hear the sound of a bullet fade away as it disappears into the horizon. Attached to a static object, you could hear the crackling sound of fire as you approach a burning building.
It's difficult to write a step-by-step for something like this because each situation is so very different. The best advice that can be given is to keep tabs on your audio listener, especially if you change it. At one point, I made the mistake of attaching it to my player, who was destroyed via script in-game. Once that happens, there won't be any sound unless you establish a new listener immediately.
Learning by experimentation will be key in getting your game exactly how you like it. If you have any questions about anything within this article, please let me know in the comments below.