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Question by SyntaxTerror · Mar 08, 2015 at 01:09 PM · colliderballmax3ds

Should I design entire levels in 3DS Max?

This is more of a workflow question but it has a technical reason for it.

I've been working on a rolling ball game for mobile. When working on the prototype, I hit a problem that I had encountered before when dealing with this type of game.

I typically use box colliders when using floor tiles. Problems occur when the ball hits a boundary between tiles - it jumps a little. I understand why this is. For this particular game my solution was to have a moving collider sat just below the floor and have no colliders in the tiles. The collider would then follow the ball, giving smooth movement along the playing area. It causes other issues but does the job well enough to test the gameplay for prototyping purposes.

Now that I'm back in 3DS Max creating the production graphics, my question is whether or not I should split the level into reusable chunks, import them into Unity and then build the levels within Unity - or if I should create the entire level in 3DS Max?

I'm wondering whether, by creating the levels in Unity, I'm going to hit the same problem with section boundaries causing the ball to jump. I hope someone can give me suggestions before I spend too much time on the assets.

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Answer by Cherno · Mar 08, 2015 at 02:37 PM

If you have a level that has no recurring elements, with every area being customized, then do it all in Max. However, if you want to speed up development and use recurring elements, then by all means create reusable models like hallways and rooms and make Prefabs from them inside Unity, and create levels from then inside Unity. I recommend creating seperate, simplified collision meshes for each part you create and make the prefabs use the respective collision meshes as their mesh collider meshes.

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