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        <title><![CDATA[Stories by Joungdongjin on Medium]]></title>
        <description><![CDATA[Stories by Joungdongjin on Medium]]></description>
        <link>https://medium.com/@joungdongjin925?source=rss-6af4f0f5b2ee------2</link>
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            <title><![CDATA[Make human’s immune system into your colony’s characters of game!]]></title>
            <link>https://medium.com/@joungdongjin925/make-humans-immune-system-into-your-colony-s-characters-of-game-d3952ca449f7?source=rss-6af4f0f5b2ee------2</link>
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            <category><![CDATA[immune]]></category>
            <dc:creator><![CDATA[Joungdongjin]]></dc:creator>
            <pubDate>Fri, 28 Feb 2025 12:22:50 GMT</pubDate>
            <atom:updated>2025-02-28T12:22:50.181Z</atom:updated>
            <content:encoded><![CDATA[<h3>Make human’s immune system into your colony’s characters of game! ) How to ask and write down ChatGPT’s words to get your concept of new dynamic creature system!</h3><p>Introduction ) <em>Why dynamic creature system, and especially for the cells in a game?</em></p><p>At starcraft game, we can analyze what kind of personality of this game makes so many people enthusiastic to this one game.</p><p>Actually, you can reveal its fun part or interesting part from our <strong>immune system</strong>. Let’s think about why this game is similar with our human’s immune system.</p><p>In starcraft, the most major stream what rules this game is, that there are three different species and each species has their own attacking characteristics and defensive properties.</p><p>For example, a zealot can’t attack wraith because it is on the sky.</p><p>Of course not all of ground units on starcraft can attack the unit on the sky, but some of them can attack the units at the sky, too! For example, a dragoon can attack the unit at the sky but dragoon is ground unit.</p><p>So, every unit has its enemy that can destroy them, and every unit has its counter unit that it can destroy. And they destroy their counter units in their own way.</p><p>Actually almost similar mechanisms are happening at out first common immune system, too. Maybe you have heard about the white blood cells of your body, right?</p><p>So here is interesting question before we completely know about white cells. On background knowledge of us, usually white cells on our blood are best killers for bacteria from outside.</p><p>But we usually can’t imagine that white cells can be attacked by other bacteria or even to be destroyed by other bacteria from outside.</p><blockquote>We can wonder whether white cells can also be attacked by normal bacteria!</blockquote><blockquote>Point 1. How white cells can be attacked by other bacteria?</blockquote><p>Chatgpt_</p><p>Normally,<strong> white blood cells (</strong>like<strong> neutrophils, macrophages, </strong>and lymphocytes<strong>) are the ones doing the attacking.</strong></p><p>They’re like the body’s security team,<strong> hunting down bacteria, viruses</strong>,<strong> and other invaders.</strong></p><p>But some <strong>sneaky bacteria</strong> have evolved ways to fight back or even <em>attack</em> white blood cells.</p><p>For example:</p><ol><li><strong>Streptococcus pyogenes </strong>(which can cause strep throat) produces<strong> toxins </strong>that can kill white blood cells.</li><li><strong>Mycobacterium tuberculosis (the bacteria behind tuberculosis) can <em>hide</em> inside macrophages, </strong>one kind of white cells that are supposed to destroy Mycobacterium.</li><li><strong>Staphylococcus aureus</strong> (the <strong>culprit behind many skin infections</strong>) can <strong>produce toxins that destroy white blood cells, helping the bacteria spread.</strong></li></ol><blockquote>point 2_ How can M. tuberculosis Survive Inside Macrophages?</blockquote><figure><img alt="" src="https://cdn-images-1.medium.com/max/612/1*JbgUrGSxgqnLE_kmZaZZow.jpeg" /><figcaption>machrophage’s 1000 times resolutioned picture.</figcaption></figure><p><strong>Mycobacterium tuberculosis (M. tuberculosis)</strong> is really crafty when it comes to messing inside <strong>macrophages</strong>.</p><p>Normally, macrophages engulf pathogens in a process called <strong>phagocytosis</strong>, trapping them inside a structure called a <strong>phagosome</strong>.</p><p>The phagosome then fuses with a <strong>lysosome</strong>, which is full of enzymes that break down and destroy the pathogens they engulfed.</p><p>But <em>Mycobacterium tuberculosis</em> has figured out how to survive in this process.</p><ol><li><strong>Prevents Phagosome-Lysosome Fusion:</strong><br><em>M. tuberculosis</em> produces <strong>molecules that block the fusion</strong> <strong>of the phagosome with the lysosome</strong>. Without this fusion, the destructive enzymes and acidic environment in the lysosome <strong>can&#39;t reach</strong> the bacteria.</li><li><strong>Resists Oxidative Stress:</strong><br>Even if <strong>some fusion</strong> happens, <em>M. tuberculosis</em> has enzymes like <strong>superoxide dismutase</strong> and <strong>catalase-peroxidase(enzymes that breaks down hydrogen into water and oxygen)</strong> that neutralize the <strong>reactive oxygen species (ROS)</strong> and <strong>reactive nitrogen species (RNS)</strong> that macrophages use to kill pathogens.</li></ol><p>Acutally, just considering about this, you might wonder like this, “ Huh? then how can white cells can kill these guys? It can’t be!”</p><p>But this is not over. There are some more creepy functions that these interesting bacteria can do!</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/767/1*B5eETnDZ-X_x7P2ZiOV2_A.jpeg" /><figcaption>macrophage’s inner structure!</figcaption></figure><p><strong>3. Manipulates Host Cell Signaling:</strong><br>This bacteria can alter the macrophage&#39;s signaling pathways, making the immune response weaker.<strong> It reduces the production of important immune signals like interferon-gamma (IFN-γ), which is crucial for activating macrophages.</strong></p><p><strong>4. Escapes into the Cytoplasm:</strong><br>Some strains can actually <strong>escape from the phagosome</strong> into the cytoplasm of the macrophage, avoiding destruction entirely.</p><blockquote>Point 3 _ <strong>General Methods</strong> Pathogens Use to Destroy or Evade Macrophages.</blockquote><ol><li><strong>Inducing Apoptosis (Programmed Cell Death):</strong><br>Some bacteria and viruses can trigger apoptosis in macrophages, effectively killing them. For instance, <strong>Shigella</strong> and <strong>Salmonella</strong> can manipulate cell death pathways.</li><li><strong>Producing Toxins:</strong><br>Certain bacteria, like <strong>Staphylococcus aureus</strong>, produce toxins (like <strong>leukocidins</strong>) that directly kill macrophages <strong>by damaging their membranes.</strong></li><li><strong>Inhibiting Phagocytosis:</strong><br>Pathogens like <strong>Yersinia pestis</strong> (the plague bacterium) produce <strong>proteins that block the macrophage&#39;s ability to engulf them</strong> in the first place.</li></ol><p><strong>4. Surviving Inside Macrophages:</strong><br><strong>Like <em>M. tuberculosis</em>,</strong> other pathogens such as <strong>Listeria monocytogenes</strong> and <strong>Legionella pneumophila</strong> can survive and <strong>even replicate inside macrophages.</strong></p><p><strong>5. Biofilm Formation:</strong><br>Some bacteria form <strong>biofilms—protective layers </strong>that make it hard for macrophages to reach them. <strong>Pseudomonas aeruginosa</strong> is known for this.</p><p>As you can see, there are so many various attacks and variational battles happening in so many different ways than our big scale.</p><p>—</p><p>Conclusion_</p><p>As you can see, if we bring these ideas to apply to our new battle system of cells, we can actually make so many different attack blocking ways or destroying ways of each cells.</p><p>Destoying way.</p><p>&lt;1&gt; produce toxins to kill them. _ bacteria</p><p>&lt;2&gt; produce oxide and hydrogen with enzymes to break down cell’s membrane and their structure. _ white cells</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*XrsZwGkX_IrdOiKp-vXl1Q.png" /><figcaption>From kurzgesact</figcaption></figure><p>Disabling way.</p><p>&lt;1&gt; produce molecules to block the fusion of lysosome and phagosome.</p><p>&lt;2&gt; Make machrophagis disable to detect their infection.</p><p>Hiding ways.</p><p>&lt;1&gt; Neutralize the oxide phenomenon.</p><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=d3952ca449f7" width="1" height="1" alt="">]]></content:encoded>
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            <title><![CDATA[Immune system game’s laws) the process of infection and fighting, the relationship on the battle…]]></title>
            <link>https://medium.com/@joungdongjin925/immune-system-games-laws-the-process-of-infection-and-fighting-the-relationship-on-the-battle-216bb87f7454?source=rss-6af4f0f5b2ee------2</link>
            <guid isPermaLink="false">https://medium.com/p/216bb87f7454</guid>
            <category><![CDATA[immune-system]]></category>
            <dc:creator><![CDATA[Joungdongjin]]></dc:creator>
            <pubDate>Fri, 28 Feb 2025 12:10:13 GMT</pubDate>
            <atom:updated>2025-02-28T12:20:21.770Z</atom:updated>
            <content:encoded><![CDATA[<h3>Immune system game’s laws) the process of infection and fighting, the relationship on the battle field of getting infected!</h3><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*XrsZwGkX_IrdOiKp-vXl1Q.png" /><figcaption>From kurzgesact</figcaption></figure><p>Q1 _</p><p>What kind of various killing or being killed relationships are there at the situation when our human body’s immune system arouses since there are invaders from outside because of scar of our skin?</p><p>A1_</p><p>When the skin is wounded and external invaders (such as bacteria, viruses, or fungi) enter the body, the immune system activates several defense mechanisms. There are various types of <strong>“killing or being killed”</strong> relationships in this process, involving different immune cells and pathogens. Here are some key interactions:</p><h3>1. Neutrophils vs. Pathogens (First Responders)</h3><h3>How they kill:</h3><ul><li>Neutrophils are the <strong>first immune cells</strong> to arrive at a wound.</li><li>They <strong>engulf and digest</strong> bacteria and fungi through <strong>phagocytosis</strong> (eating the invader).</li><li>Neutrophils release <strong>enzymes and toxic molecules</strong> like <strong>reactive oxygen species (ROS)</strong> to kill bacteria.</li><li>If bacteria are too strong, neutrophils can explode in a process called <strong>NETosis</strong>, releasing sticky DNA webs (Neutrophil Extracellular Traps) to trap and kill invaders.</li></ul><h3>How they die:</h3><ul><li>After consuming multiple bacteria, neutrophils <strong>self-destruct</strong>, forming <strong>pus</strong> (a mix of dead neutrophils, bacteria, and tissue debris).</li><li>Some bacteria, like <strong>Staphylococcus aureus</strong>, release toxins that kill neutrophils first, giving the bacteria an advantage.</li></ul><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*CyoregcpKI1yVtFy8VCQAA.png" /><figcaption>From Kurzgesact</figcaption></figure><h3>2. Macrophages vs. Pathogens (Scavengers &amp; Signalers)</h3><h3>How they kill:</h3><ul><li>Macrophages are <strong>bigger and stronger than neutrophils</strong> and can engulf multiple bacteria at once.</li><li>After digestion, they display pieces of the pathogen (<strong>antigens</strong>) on their surface to activate other immune cells (T-cells).</li><li>They also release chemical signals (<strong>cytokines</strong>) to <strong>call for reinforcements</strong>.</li></ul><h3>How they die:</h3><ul><li>Some bacteria, like <strong>tuberculosis (Mycobacterium tuberculosis)</strong>, can <strong>hide inside macrophages</strong>, using them as shelters to multiply.</li><li>If a macrophage is overwhelmed, it can <strong>self-destruct</strong> to prevent the bacteria from spreading.</li></ul><figure><img alt="" src="https://cdn-images-1.medium.com/max/968/1*fVZKe9FLhSR8OTNw7rTQFA.png" /></figure><h3>3. Dendritic Cells vs. Pathogens (Messenger Cells)</h3><h3>How they work:</h3><ul><li>Dendritic cells are the <strong>“spies”</strong> of the immune system.</li><li>They capture pathogens and carry them to <strong>lymph nodes</strong>, where they activate T-cells and B-cells.</li><li>They don’t kill directly, but without them, <strong>T-cells wouldn’t know what to attack</strong>.</li></ul><h3>How they die:</h3><ul><li>Some viruses, like <strong>HIV</strong>, directly attack dendritic cells, preventing them from warning the immune system.</li><li>Some bacteria block dendritic cells from reaching the lymph nodes, delaying the immune response.</li></ul><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*GNRP-13QEgtovc8upar5_Q.png" /></figure><h3>4. Cytotoxic T-Cells vs. Infected Cells (Precision Attackers)</h3><h3>How they kill:</h3><ul><li>T-cells look for human cells that are infected with viruses or bacteria.</li><li>If they find an infected cell, they release:</li><li><strong>Perforin</strong> — Punches holes in the infected cell.</li><li><strong>Granzymes</strong> — Enters the cell and triggers self-destruction (<strong>apoptosis</strong>).</li><li>This prevents viruses from multiplying inside the body.</li></ul><h3>How they die:</h3><ul><li>Some viruses, like <strong>HIV</strong>, kill T-cells directly, weakening the immune system.</li><li>Some cancer cells <strong>trick T-cells</strong> by disguising themselves as normal cells, avoiding detection.</li></ul><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*SPxyDI6GpW-rzmTR_MrKSw.png" /></figure><h3>5. Natural Killer (NK) Cells vs. Infected &amp; Cancer Cells (Non-Specific Killers)</h3><h3>How they kill:</h3><ul><li>NK cells don’t wait for signals — they scan body cells and kill any that <strong>“look suspicious”</strong> (like virus-infected or cancer cells).</li><li>They use the same weapons as T-cells: <strong>perforin and granzymes</strong>.</li></ul><h3>How they die:</h3><ul><li>Some viruses produce <strong>fake “healthy” signals</strong> to trick NK cells.</li><li>Cancer cells can also <strong>mutate their surface markers</strong> to become invisible to NK cells.</li></ul><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*nwN1Ug_P-mf-REFeZkkocA.png" /></figure><h3>6. Antibodies vs. Invaders (Chemical Warfare)</h3><h3>How they kill:</h3><ul><li>B-cells produce <strong>antibodies</strong>, which:</li><li><strong>Neutralize</strong> toxins from bacteria.</li><li><strong>Coat viruses</strong> so they can’t enter cells.</li><li><strong>Tag invaders</strong> for destruction by other immune cells.</li></ul><h3>How they fail:</h3><ul><li>Some viruses mutate rapidly (like <strong>the flu or COVID-19</strong>), making old antibodies useless.</li><li>Some bacteria have <strong>slippery outer coats</strong> (like pneumonia bacteria) that prevent antibodies from sticking.</li></ul><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*Ii8YZk5N6xVkiOzl_9QBhQ.png" /></figure><h3>7. Complement System vs. Pathogens (Biochemical Assassins)</h3><h3>How they kill:</h3><ul><li>The complement system is a group of <strong>proteins in the blood</strong> that form the <strong>Membrane Attack Complex (MAC)</strong>.</li><li>MAC <strong>punches holes</strong> in bacterial membranes, <strong>causing them to burst</strong> (lysis).</li></ul><h3>How they fail:</h3><ul><li>Some bacteria <strong>produce special proteins</strong> that block complement attacks.</li><li>Some viruses avoid the complement system by <strong>hiding inside human cells</strong>.</li></ul><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*EsEUhT9L27CASRfNpAVWaw.png" /></figure><h3>8. Dead Cells vs. Inflammation (Friendly Fire)</h3><h3>How the immune system harms itself:</h3><ul><li>If too many immune cells are activated, they can <strong>attack healthy tissue</strong>.</li><li>Example: <strong>Sepsis</strong> — A massive immune overreaction that damages organs and blood vessels.</li><li>Example: <strong>Autoimmune diseases</strong> like <strong>lupus or rheumatoid arthritis</strong>, where the immune system mistakenly <strong>attacks healthy cells</strong>.</li></ul><p>Q2.</p><p>Yeah! show me the actual specific infection and how the immune system fights it in detail!</p><p>A2.</p><h3>Scenario: A Cut on Your Skin Gets Infected with Staphylococcus aureus (Staph Bacteria)</h3><p>Imagine you accidentally cut your finger while cooking. <strong>Bacteria from your skin and the environment (like Staphylococcus aureus) enter the wound</strong>. If not stopped quickly, the infection can spread. Here’s how the immune system fights back in detail:</p><h3>1. First Line of Defense is Broken (Skin Breach)</h3><ul><li>Normally, the <strong>skin acts as a physical barrier</strong>, keeping bacteria out.</li><li>When the skin is cut, <strong>bacteria enter the open tissue</strong>, and they start multiplying.</li><li>Some bacteria release <strong>toxins</strong> that damage nearby cells, triggering <strong>danger signals</strong>.</li></ul><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*a0tFNx0nUxeTal6tpW8ruA.png" /></figure><h3>2. Immediate Response: Inflammation Begins (Within Minutes)</h3><ul><li><strong>Mast cells</strong> (a type of immune cell near the skin) detect the invasion and release <strong>histamine</strong>, causing:</li><li><strong>Blood vessels to widen</strong> (vasodilation), making the area red and swollen.</li><li>More <strong>immune cells to rush to the site</strong> (like calling reinforcements).</li><li><strong>Damaged skin cells release distress signals</strong> (<strong>cytokines</strong> like TNF-α and IL-1).</li><li>These signals attract <strong>neutrophils</strong>, the <strong>first responders</strong>.</li></ul><figure><img alt="" src="https://cdn-images-1.medium.com/max/831/1*yOXPAfDvB_n1_NGRWQgo-Q.png" /></figure><h3>3. Neutrophils Attack First (Within an Hour)</h3><ul><li><strong>Neutrophils arrive in large numbers</strong> and immediately start killing bacteria using:</li></ul><ol><li><strong>Phagocytosis:</strong> Engulfing bacteria and digesting them.</li><li><strong>Degranulation:</strong> Releasing toxic enzymes (<strong>lysozymes, proteases</strong>) to break down bacteria.</li><li><strong>NETosis:</strong> If overwhelmed, neutrophils explode, creating sticky <strong>DNA traps (NETs)</strong> to catch bacteria.</li></ol><ul><li>If successful, <strong>neutrophils die</strong> after battle, forming <strong>pus (dead neutrophils + bacteria + debris)</strong>.</li><li>Some <strong>Staph bacteria release toxins</strong> that kill neutrophils first, helping them survive longer.</li></ul><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*99-zHFxCK0kIEXydpTg2Fw.png" /></figure><h3>4. Macrophages Take Over (Within Hours)</h3><ul><li><strong>Macrophages arrive next</strong> to:</li></ul><ol><li><strong>Engulf and digest bacteria and dead cells.</strong></li><li><strong>Signal more reinforcements</strong> by releasing cytokines (IL-6, TNF-α).</li><li><strong>Present antigens</strong> to alert the adaptive immune system.</li></ol><ul><li>If the infection is mild, <strong>macrophages clean up and start tissue repair</strong>.</li><li>However, if <strong>Staph bacteria are resistant</strong>, they might <strong>hide inside macrophages</strong>, using them as a shield.</li></ul><figure><img alt="" src="https://cdn-images-1.medium.com/max/606/1*nJten-RGkAM8tRrADwNoPQ.png" /></figure><h3>5. Adaptive Immune System Joins the Fight (After 1–2 Days)</h3><p>If the <strong>innate response</strong> (neutrophils &amp; macrophages) isn’t enough, the <strong>adaptive immune system</strong> kicks in:</p><h3>A. Dendritic Cells Activate T-Cells</h3><ul><li><strong>Dendritic cells pick up bacterial pieces</strong> and carry them to the <strong>lymph nodes</strong>.</li><li>In the lymph nodes, they <strong>“show” the bacterial antigens</strong> to <strong>T-cells</strong>, activating them.</li></ul><h3>B. Cytotoxic T-Cells Kill Infected Human Cells</h3><ul><li>If any <strong>human cells are infected</strong>, <strong>Killer T-cells</strong> (CD8+) destroy them.</li><li>They use <strong>perforin</strong> (to punch holes) and <strong>granzymes</strong> (to trigger apoptosis).</li></ul><h3>C. Helper T-Cells Activate B-Cells</h3><ul><li><strong>Helper T-cells (CD4+) tell B-cells to produce antibodies</strong>.</li><li>Antibodies <strong>bind to the bacteria</strong>, marking them for destruction.</li></ul><figure><img alt="" src="https://cdn-images-1.medium.com/max/941/1*FWEbEEqvs-720RqWHlRHjw.png" /></figure><h3>6. Final Cleanup &amp; Healing</h3><ul><li>Once the bacteria are eliminated, the <strong>immune response slows down</strong>.</li><li><strong>Macrophages</strong> remove dead bacteria and immune cells.</li><li><strong>Fibroblasts</strong> help rebuild the skin by producing collagen.</li><li>If the wound heals properly, the immune system <strong>remembers the bacteria</strong>, so next time it can respond faster.</li></ul><h3>What If the Immune System Fails?</h3><ol><li><strong>If the infection spreads</strong> → It can enter the bloodstream (<strong>sepsis</strong>), causing organ failure.</li><li><strong>If the bacteria hide from the immune system</strong> → They can form a <strong>biofilm</strong>, making them resistant to attack.</li><li><strong>If the immune response is too weak</strong> → The infection can become <strong>chronic</strong>, requiring antibiotics.</li></ol><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=216bb87f7454" width="1" height="1" alt="">]]></content:encoded>
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            <title><![CDATA[Unity 3D, Create your own quad mat with your wanted picture on it, add audio clip of your 3d…]]></title>
            <link>https://medium.com/@joungdongjin925/unity-3d-create-your-own-quad-mat-with-your-wanted-picture-on-it-add-audio-clip-of-your-3d-be32b50a8f45?source=rss-6af4f0f5b2ee------2</link>
            <guid isPermaLink="false">https://medium.com/p/be32b50a8f45</guid>
            <category><![CDATA[unity3d]]></category>
            <dc:creator><![CDATA[Joungdongjin]]></dc:creator>
            <pubDate>Thu, 27 Feb 2025 05:04:18 GMT</pubDate>
            <atom:updated>2025-02-27T09:51:04.893Z</atom:updated>
            <content:encoded><![CDATA[<h3>Unity 3D, Create your own quad mat with your wanted picture on it, add audio clip of your 3d object, add new background music for your scene :)</h3><p>First, create your own <strong>3d quad object</strong> in your hierarchy window with right-clicking on the hierarchy window.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/353/1*ujJch4zrD2viuFZklLJFbg.png" /></figure><p>Then, make its own material in material folder of project folder.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/113/1*50BP4gp9MKMzU2L_Ej9zGg.png" /></figure><p>Then name it as you want to figure out this material is made for surface of your new mat or your new quad.</p><p>Then, drag this material to your quad object to apply this material on your quad object.</p><p>Then, click your quad object<strong> to change your object’s surface inputs into your wanted picture for it.</strong></p><figure><img alt="" src="https://cdn-images-1.medium.com/max/504/1*I1jO0qnj5blj5tcx0M5-bQ.png" /></figure><p>First, Click the<strong> dropdown button</strong> at the left side of your object’s material component.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/110/1*GE8qrBOi1o086UR55wej9g.png" /></figure><p>Then, you can see the Surface options and Surface inputs of your object’s material like below.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/500/1*flSyY8dhogzUx84yym9ZTg.png" /></figure><p>In here, you can select your own base mapping for your canvas in your material. You can choose your own wanting picture as a base map of it.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/490/1*FFbz-LjSf0ynowvlw87DgA.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*GNqfUFcu9kDVnIBnhD8QmA.png" /></figure><p>And with controlling your surface inputs’ metalic map and smoothness all together, you can control the picture’s <strong>reflectivity of sunlight </strong>source and how much it will look like metalic for its surface like below picture.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*7pStqstOvP8uzAZwQi_LsQ.png" /></figure><p>And plus, if you set your quad object’s y-axis rotation component as -90 degrees or +90, +180, 0 degrees, then you can easily put your quad object onto your wanted walls. Since <strong>+90 degrees for y-axis rotation means you are rotating your quad +90 degrees when you see your object from the y-axis height, </strong>now you can understand why +90 degrees of y-axis rotation make your quad parallel with your walls.</p><p>—</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/692/1*GK25C6BnJh0BVrZ-55Dtng.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/382/1*ZP3igaQFg0IUpzGKXdVDSQ.png" /></figure><p>So, the 3d object that you created is not placed at the point of (0,0,0) automatically. Instead, it is placed on the last point that you framed before in this project’s scene view.</p><p>—</p><p>When you click the Main camera object in the hierarchy windows of 3d unity project, then you can find the ‘<strong>Audio listener</strong>’ component of this object in its inspector view.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/503/1*DnjROaXlNJmlvnQiU6a_Ag.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/502/1*TB4HeHxOa22ELelteU4d6w.png" /></figure><p>If this component is checked, then in your play mode, you can hear the sound of an object or effect in your scene view.</p><p>You can also add ‘Audio Source’ component for your wanted object to make its own sound in the play mode’s view.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/496/1*CVqPTrcCs48swupf86pPgw.png" /></figure><p>Among audio source component’s items, we can find<strong> ‘AudioClip’ </strong>item.</p><p>If you click this item’s circle-shaped button, you can choose your wanted sound for your wanted object like below screen.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/502/1*Frt0DwF4yn1kWULWL-eRiQ.png" /></figure><p>And if you turn on the<strong> ‘Loop’ </strong>item button as your object’s ‘audio source property’, your picked sound at audio clip will be repeated when you enter the play mode.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/244/1*0riBbvMpC8l17pzn0pIdBw.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/240/1*tuc53Vj-WqyUmS68nIC77Q.png" /></figure><p>And remember, prefabs are objects’ instances for scene view that are prepared for using it on the scene view already. Just like below picture.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*u7xH7Za8uUHxt6U9TkdVuQ.png" /></figure><p>—</p><p>At ‘Audio source’ component of your object, you can find the ‘Spatial Blend’ item for it. If you increase this effect up to 1, then your object’s sound will become spatial sound which will vary depending at where you are hearing this object’s sound. If you are far away from it, its sound will become weaker. And if you hear it while looking left side of this object, then the sound will be surrounded mostly at your right side speaker.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/495/1*LR6te0z9g6tQ4HrRtlxOBQ.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/506/1*8Uz23gLE3BuaW5sqBAuahA.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*ZcA2FMZgQPcf3syeJxB6aQ.gif" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*pJ6UbdbvvI-4Qc72qllcJA.gif" /></figure><p>This kind of sound is mimicking the sound of real 3d world’s boiling pot with its audio clip, ‘Bubbling_Water’.</p><p>But there is another kind of sound that set the tone of the whole scene view at once.</p><p>—</p><p>Background music is such kind of sound or music. This music is not specified at specific object in the scene view.</p><p>Instead, it represents the mood of the total scene.</p><p>When you want to make your own background music of scene, first you need to right-click the hierarchy windows then click Audio -&gt; Audio source to create background music sound source of your own.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/631/1*CkqaP_9_ERaWMsVtsVy06Q.png" /></figure><p>This new game object has audio source component in it.</p><p>And if you drag your wanted music melody to your new audio clip item of this object, you will gain new background music sound for your whole scene.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/981/1*YamH63ocXPRHR-nVtJkIRg.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/504/1*r4pW1h3CvvzNod9A99Ur2g.png" /></figure><p>Also, you can change its volume through adjusting volume property of audio source of it.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/507/1*a7REgszUVwSgfCfqRWdfOg.png" /></figure><p>And what is important in here is, background music needs to be like 2d sound. So adjust your spatial blend value as zero.</p><p>Then finally, you made your new background music!</p><p>Plus, if you disable your ‘play on awake’ property, then your sound doesn’t start immediately as soon as you play the scene.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/249/1*teFK763EUVGlEOJFYm3TrA.png" /></figure><p>—</p><p>If you add <strong>‘Play sound at Random intervals’</strong> component for your audio source game object, you can control the minimum and maximum interval of your sound happening.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/503/1*FyW5VGtEtVJywDbNqFHcRg.png" /></figure><p>And in this range, your sound will be heard at random times.</p><p>So for above scene, your sound will be heard at every few seconds of each period and that time will not exceed 15 seconds and that will not be lesser than 5 seconds!</p><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=be32b50a8f45" width="1" height="1" alt="">]]></content:encoded>
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            <title><![CDATA[How to learn english through ‘Emily, In Paris.’ English studying with Subtitles. Episode 1_]]></title>
            <link>https://medium.com/@joungdongjin925/how-to-learn-english-through-emily-in-paris-english-studying-with-subtitles-episode-1-837c9643e686?source=rss-6af4f0f5b2ee------2</link>
            <guid isPermaLink="false">https://medium.com/p/837c9643e686</guid>
            <category><![CDATA[emily-in-paris]]></category>
            <dc:creator><![CDATA[Joungdongjin]]></dc:creator>
            <pubDate>Wed, 26 Feb 2025 14:23:30 GMT</pubDate>
            <atom:updated>2025-02-26T14:23:30.958Z</atom:updated>
            <content:encoded><![CDATA[<p>How can I learn English through watching movies like ‘Emily, in Paris’?</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/736/1*idHUCMaEauT89YNBOloxpg.jpeg" /></figure><p>Well, I will show you guys the steps.</p><p>—</p><p><strong>How to learn english while hearing ‘Emily, in paris.’</strong></p><p>—</p><p>Step One.</p><p>Let’s see this movie totally from the start to the end 2 times with reading each <strong>english subtitled sentence</strong>.</p><p>While hearing each of the sentence of this movie,<strong> we will write down english words that I haven’t seen before with its sentence for clear context at Medium.</strong></p><p>We will write it per every episode of this drama.</p><p>It will help us to learn a lot about cultural english of USA.</p><p>—</p><p>Step Two.</p><p>After reading this whole movie from its start to its end twice, we will repeat the same sentence of english pronunciation while looking up our previous medium script, which contains first-seen words of it, twice!</p><p>This will significantly increase our skills of pronunciation for english conversation as time goes by with ‘Emily, in Paris’.</p><p>—</p><p>Done, so let’s do this for today!</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/736/1*9jMjGHfcI8CdXHFNyC_nZQ.jpeg" /></figure><p>—</p><p>Exhales = breath out a little hard because you did something a little hard exercise for your body.</p><p>ex) <em>Emily exhales after she has done her running of 5.3 miles(=almost 8.5 km) for 41 minutes.</em></p><p>/</p><p>indistinct = fade or not seeming aloud enough to hear it well.</p><p>chatter = sound of talking to each other, mostly for multiple talkers.</p><p>ex) We can hear indistinct chatter from the scene at first.</p><p>/</p><p>gasp = ‘panting’ or ‘breathing a lot once then hold him/her breath for short moment because of surprised feeling’.</p><p>ex) One girl gasps while they are talking because she is astonished about their topics.</p><p>/</p><p>acquisition = getting something precious for him or her or group.</p><p>ex) Chicago-based Gillerbert Group expands international portfolio with <strong>acquisition of French luxury marketing company</strong> Savoir.</p><p>/</p><p>vet = ‘a doctor who is specialized at looking after the animals’ or ‘veteran’s abbreviation word’.</p><p>firm = company.</p><p>ex) Gillbert Group’s vet, Madeline Wheeler named director of marketing for Franco firm.</p><p>/</p><p>Impressed sentence among movie.</p><blockquote><em>“I mean, French men, they love older women, you know? Look at their president. He is young. He is hot. He married his schoolteacher.” _ Madeline Wheeler at ‘Emily in Paris’.</em></blockquote><p>/</p><p>initiative = beginning thoughts or presenting thoughts for first time at its public.</p><p>ex) I just emailed you my thoughts on the presentation for the new IBS drug. It’s a social initiative to add meditation to your medication.</p><p>/</p><p>pitch = throws out specific topic or object.</p><p>hurrah = hooray = celebrating expression for something that is done.</p><p>ex ) If you like it, you can pitch it later on your hurrah. _ Emily.</p><p>I want you to pitch it. _ Madeline Wheeler.</p><p>/</p><p>Seriously? = Really?</p><p>/</p><p>step on one’s toes = ‘Stealing someone’s gaining about what deserves to be gained for him or her.’</p><p>ex ) I don’t want to step on your toes. _ Emily.</p><p>/</p><p>fragrance = ‘the thing that has its own great smell’ or ‘smell of something that smells really good’.</p><p>ex ) It’s the latest fragrance from Maison Lavaux.</p><p>/</p><p>handle = do specific task on her/his own ability.</p><p>ex ) I’ll be handling them, their account in paris. _ Madeline Wheeler</p><p>/</p><p>poetry = poem.</p><p>ex ) It’s like wearing poetry. _ Emily</p><p>/</p><p>snap = ‘slightly bump into his/her hands or fingers’ or ‘grab something with his/her own hands ’</p><p>ex ) Snapping fingers. _ Script.</p><p>/</p><p>floral = flower’s fragrance or flower’s feeling or touchness.</p><p>ex ) No, just floral. _ Emily.</p><p>/</p><p>retch = ‘feels like wanting to spit out what is inside of your stomach.’ or ‘feels not really good from your inside.’</p><p>ex ) Madeline ratches as soon as she smells the latest fragrance from Maison Lavaux.</p><p>/</p><p>patron = ‘customer of shop or hotel or bar’ or ‘supportive person to someone or some group’.</p><p>ex ) At the bar, patrons are chatting.</p><p>/</p><p>splash = ‘some kind of liquid or droplets are making the surroundings messy with it.’</p><p>ex ) Madeline’s vomit splashes the floor.</p><p>/</p><p>squeal = scream</p><p>/</p><p>smacked = beat/hit / strike</p><p>/</p><p>grand slam = winning at the specific game.</p><p>/</p><p>bottom = ‘almost end point of the game’ or ‘literally bottom of something’</p><p>/</p><p>playoff = ‘final battle’ for winning at the season of a specific game or sport.</p><p>/</p><p>promote = ‘make something into much more activate state’.</p><p>/</p><p>chuckle = giggling = smiling but having the intention to express ignoring feeling or disappointed feeling about something to her/him.</p><p>ex ) Emily’s first boyfriend chuckles while he hears about her news.</p><p>— 3 mins 10 seconds for first episode of first season at Emily in paris.</p><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=837c9643e686" width="1" height="1" alt="">]]></content:encoded>
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            <title><![CDATA[Unity 3D, How to align vertices of different objects and how can we change sky box]]></title>
            <link>https://medium.com/@joungdongjin925/unity-3d-how-to-align-vertices-of-different-objects-and-how-can-we-change-sky-box-and-58626eddac4f?source=rss-6af4f0f5b2ee------2</link>
            <guid isPermaLink="false">https://medium.com/p/58626eddac4f</guid>
            <category><![CDATA[unity-3d-tutorials]]></category>
            <dc:creator><![CDATA[Joungdongjin]]></dc:creator>
            <pubDate>Mon, 24 Feb 2025 12:45:26 GMT</pubDate>
            <atom:updated>2025-06-03T01:53:10.877Z</atom:updated>
            <content:encoded><![CDATA[<p>In skybox of materials in project folder, you can choose your wanting skybox material for your sky at your own scene view just like below!</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/874/1*f4H4sL-Br0SMiFxeOHfJVQ.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/505/1*RXCaMLMu5DsyrieU3CjpjA.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*QGtu2QdbXQG6rba0BExgLw.png" /></figure><p>—</p><p>And you can also perfectly(not really perfectly) align your vertices of your object to another object’s vertices! This makes our task much more easier to do especially</p><p>You can first <strong>left-click</strong> <strong>your object in the scene view</strong> that you want to file up on same kind of duplicated object and click and <strong>hold ‘V’ key</strong> on keyboard.</p><p>While you hold the ‘v’ key and your moving wanted object is selected at the scene view, you can <strong>locate your mouse pointer at your moving wanted object’s any corner vertex point</strong>.</p><p>Then <strong>click that vertex point</strong> and while clicking it and ‘V’ key both, <strong>drag that point to the other object’s vertex point</strong> that you want to file your before object on.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/200/1*HelVLULVGQaoyjoPma98sg.png" /></figure><p>And let your click gone, then you will find your filing wanted object will be filed up on your same kind object like above scene.</p><p>—</p><p>Rest time! Ready??</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*Ukhbz2oXSY9HIKafHWQcOQ.png" /></figure><p>Hahahahahaha! Let’s go!</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/892/1*jNMlGGaz6aBTQapmE3vDGw.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/745/1*wPXs75PGJnC0ou593x8Fvg.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/748/1*NDpFbfmKWUlaVE_MqdHTYw.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/760/1*LplzVKLb1Hmo9IVQ_BB_UA.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/693/1*-rNA33VlWx_BMSeIMzg0nw.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/690/1*pZp4X24Y8SRfILgtn7NM0A.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/732/1*562v9woTDVQp2rRN009mIw.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/758/1*ic4a7yq-NNV74iRXKdcoDA.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/879/1*BYZpQWo4yziumzNDnqyNCA.png" /></figure><p>Different angle replay!</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*piGPIqbpv9-g5L7QBk3ayA.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*uH-J5p_32GUP-mrNor-MQQ.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*jVTqwA8Op4BkTukvcLjBPQ.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*NdWA27q_wM1hL2z2Hh4L3Q.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*pof9YYj6Ey643WsbVCqXkA.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*tqhEseGhQ6Y_TfbmBQZE5w.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*5dKNH_21NN8tR026dU-Ong.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*eCaHQUUuRbJAnNknUQPeUw.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*XNhvXHj7k35ZyBkmbzu9mA.png" /></figure><p>Boom!</p><p>If you scale up your any new wanting object using <strong>scailing mode of toolbar,</strong> then you can make your bigger or smaller object to crush down your another objects with its size!</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/942/1*Ce8jnTTo-smv7xPYbBgH0A.png" /></figure><p>And if you assgin it ‘rigidbody’ and ‘mesh collider’ with proper mesh in it, you can make it collide with any rigid body object in the scene view!</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/972/1*vZV4M4WtfcCx74DJ5KrtNQ.gif" /></figure><p>—</p><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=58626eddac4f" width="1" height="1" alt="">]]></content:encoded>
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            <title><![CDATA[Unity 3D, you can adjust Sun, Sky, Camera angle to take the best shot at play mode!]]></title>
            <link>https://medium.com/@joungdongjin925/unity-3d-you-can-adjust-sun-sky-camera-angle-to-take-the-best-shot-at-play-mode-2b2abef93a3b?source=rss-6af4f0f5b2ee------2</link>
            <guid isPermaLink="false">https://medium.com/p/2b2abef93a3b</guid>
            <category><![CDATA[unity3d]]></category>
            <dc:creator><![CDATA[Joungdongjin]]></dc:creator>
            <pubDate>Sat, 22 Feb 2025 04:51:20 GMT</pubDate>
            <atom:updated>2025-02-22T12:07:15.757Z</atom:updated>
            <content:encoded><![CDATA[<p>For our first process, Select <strong>Camera object</strong> at the hierarchy window like below screen!</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/224/1*8raPFMno4suYYO823nV4aw.png" /></figure><p>Then you can see the camera’s preview in the scene view’s right bottom part like below screen.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/666/1*nUJl-YGjshJAQpBf3KObHA.png" /></figure><p>And at the scene view’s the most right and upper screen part, you can find its ‘toolbar overlay’ which is marked as ‘:’ expression in the scene view.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/668/1*OosqXM6KfLCt6UjoMSADGg.png" /></figure><p>If you click it, then you can set up whether you want to enable the camera’s preview scene or not.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/262/1*F1GZm4rDwTv6030FotdB8g.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/432/1*uLszMXDUmR75Fzcrj-1WTw.png" /></figure><p>If you uncheck your eye mark at each <strong>toolbar menu</strong> button, <strong>the toolbar menu that you unchecked at this overlay disappears</strong> from your unity project’s scene.</p><p>—</p><p>If you move your camera object in the scene view, then the review scene will be changed too!</p><p>And if you click the camera game object in the scene view or at the hierarchy window, in inspector view, you can change the field of the view with below bar!</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/317/1*zZcYccj_XozjEkvdTPMdxw.png" /></figure><p>If you increase the field of view value, then the camera pictures the scene at the farther away distance.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/585/1*D1H9mwBMXwCzfdoXDtVd6A.png" /></figure><p>If you decrease it, as you expect it, the camera pictures the scene at a closer distance. As you can see, the camera’s angle and position determine what scene of the scene view the camera will picture.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/596/1*DN8WoRWrayR_lnXDBUXYOQ.png" /></figure><p>If you want to easily align the camera angle and position for your wanting scene view while playing it, you can move to your wanting scene then click the camera object at the hierarchy window then click <strong>‘ctrl+shift+F’</strong> key.</p><p><strong>It means, framing your camera’s position and angle to align it with your watching scene view.</strong></p><figure><img alt="" src="https://cdn-images-1.medium.com/max/882/1*Tn564vEOpCZTU6orVh1iPQ.png" /></figure><p>Then you can see your camera’s preview scene changed as you want to see.</p><p>Now if you click ‘play’ button, as you know, we can see our wanted scene through playing this project at the game view.</p><p>And if you click other game object, the camera preview mode disabled automatically. Refer this.</p><p>—</p><p>Resting time! As we duplicate our parent game objects, we can make quite a lot of impacts through our lots of objects like below scene!</p><p>At below view, I set the mass of our ball as 150kg and set the ramper’s mass as 500 kg!</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*s-642DTeJeub8ZMl5iKWAQ.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*MUoZV-C0FRhGAwC9_41h2w.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/1021/1*hSUS2a5YnroXj63HmBBd5Q.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/993/1*K-HjEClvK8nzuK3FY8aBxA.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*aKd6B2BAUceQBwss6ftQ_w.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*JVvIv3t0WdNCA7HapAut8g.png" /></figure><p>Quite funny scene!</p><p>—</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/353/1*V0RFK06FkxCDzPEEe4GJbw.png" /></figure><p>Directional light in any game scene is the sun-like light source for the scene view of unity.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/328/1*xYDtjWjlLC-jEXDYKARcug.png" /></figure><p>This light source is assumed to be really far away from its position but it can light all the substances in the scene view following the direction of a line that is vertical with the x-z surface of the ground. <strong>So it is like a sun</strong>.</p><p>So even if you change the position of your directional light, the shadow’s direction or size won’t be changed at all. The lightness of all objects won’t change either.</p><p>However, if you <strong>rotate this directional light</strong> through the circle’s curve line vertically with the ground, the lightness and shadow’s direction would be changed <strong>just like when the time flows from the daytime to the night time</strong> at the earth.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/497/1*G1O_TC4nqoCCwk__OMGCdg.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/526/1*vCOmI-KbFYX1Dopf_d0TQg.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/565/1*0IpZ5VtbI3GiGMpU9ezJjA.png" /></figure><p>If you click this directional light at hierarchy window, you can see its inspector view.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/509/1*6LzT8ASdKvelT3WIOU3tqA.png" /></figure><p>Here, you can click its ‘emission’ component and then change the emitted light’s color or its intensity of light.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/487/1*EAHJo_0w2N77xtUtCgH-IA.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*pDm4GWhNd2ft7tcHBp9LbA.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/491/1*6z9mKEKLpUOs7gijR-Vkvw.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*hkLGEqxx8KQrn_h8_k1BRA.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/491/1*AeeEc_Scz9qXpau9PdqrhA.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*JMF6n4N2DloNZV3Sa_auOw.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/483/1*l-RpY-4H4W3T-jw1quqW-Q.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*isK1_yoZ0ybuiXatRLbAgg.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/497/1*4h71UAUoBknHmxZMAeoQCg.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*lH6GaWJHLo_IdL2xU8MjSg.png" /></figure><p>As you can see, if you <strong>increase the intensity of light</strong>, the light’s color becomes more <strong>white color no matter what type of color of light you choose. </strong>This is because the <strong>sun’s light color pretends to be basically white</strong>.</p><p>As you <strong>decrease</strong> the intensity of light, the light’s color becomes <strong>darker</strong> color no matter what type of color of light you choose.</p><p>—</p><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=2b2abef93a3b" width="1" height="1" alt="">]]></content:encoded>
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            <title><![CDATA[Unity 3D, you can make new parent game object with your wanted game objects! & Make interesting!]]></title>
            <link>https://medium.com/@joungdongjin925/unity-3d-you-can-make-new-parent-game-object-with-your-wanted-game-objects-557338c32733?source=rss-6af4f0f5b2ee------2</link>
            <guid isPermaLink="false">https://medium.com/p/557338c32733</guid>
            <category><![CDATA[unity-3d-tutorials]]></category>
            <dc:creator><![CDATA[Joungdongjin]]></dc:creator>
            <pubDate>Fri, 21 Feb 2025 11:33:15 GMT</pubDate>
            <atom:updated>2025-02-21T11:35:55.809Z</atom:updated>
            <content:encoded><![CDATA[<h3>Unity 3D, you can make new parent game object with your wanted game objects! &amp; Make interesting impacts for various towers of your rigid body objects!</h3><p>If you want to make parent game object with the game objects you’ve made, select the first game object of your scene view and press shift/ctrl key and hold your shift/ctrl key. While holding it, click every game object in the hierarchy windows that you want to select to contain in your new parent game objects.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/526/1*nQ4F5U0XyUttlRkzE2Gktw.png" /></figure><p>Then you can choose multiple game objects like above view.</p><p>And if you click right click of your mouse above these objects, then you can click ‘Create Empty Parent’ for creating new empty parent for those objects you’ve selected.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/427/1*J1XyR5SG9qOwPZapGJBsng.png" /></figure><p>And if you make this new parent game object, you can multiplicate this parent game object like below screen. Then you can duplicate specific structures of departed game objects multiple times all at once.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/647/1*M5LBIsFXNGePtfBIPtNvYQ.png" /></figure><p>Also, you can rotate, scale, and locate the whole game objects all at once together as you want like above screen.</p><p>—</p><p>If you convert this parent game object into one new prefabs, you can do revise their whole properties at inspector view at once.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*hSNREFyDv68aZB8yY0Kdcg.png" /></figure><p>At first look, just as we imagine, there are only basic components of this new game prefabs. Like Transform component is all of its components as you can see in the above screen.</p><p>As you duplicate your total parent game object from your prefabs, you can make lots of those game objects like below screen too!</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/765/1*nNj5fZvjskFksAu6wc1U7Q.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/634/1*31YyZ1SXC7ln8_nZ0RAeEQ.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/624/1*mNBpNy6zhAIAvsPOt9WhYQ.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/622/1*kDU6lcMDO3oDWBqSIYNGxw.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/640/1*st9P9CeX6A19a6NmF9YXQQ.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/753/1*uiQSZ9_jtF4k7VKDD8VGpQ.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/914/1*dlf_CJlttebg1AIABBuYBA.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/988/1*NcoCKkZFf7vFimN65GOGqw.png" /></figure><p>Quite interesting collision! right??</p><p>And if you increase your ball’s mass to 10 and lessen your tower’s mass to 0.1, you can see the ball is now just going quite more through the towers without changing its direction too much because of the momentum conservation principle for every rigid body game object.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/745/1*U52zEKiVczfz8_ajbME3Ew.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/634/1*QOvGJP1iVAq-hnh_0ZeKLQ.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/604/1*aTMY1xtQHsutA5iG9ue9lg.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/646/1*APHZvKYMvMvL47wLF85mZA.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/791/1*iWtB8C5KrvWm7wXIpauUGw.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/697/1*0RNsEc2eRM6xSMcYYHUaWw.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/720/1*srEpce6BnRs5nY-qZzIPxg.png" /></figure><p>Yeap, it follow the law of physics at here too if you apply ‘Rigid Body’ component for each game object!</p><p>Now, let’s build more game objects using the parent object like below screen!</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/690/1*XQs1a8DWkpQzXgeQV8QsdQ.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/549/1*Pp6bblNMo7R70kPP9F8aSQ.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/491/1*kAu12iIqtFDykRISABZsGw.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/620/1*Hj6Lj1AgY-zwB9JbdI5hNg.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/651/1*bedJMB2ReWme9ciaGwnD9Q.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/777/1*EgwebmSF06zQLYAuWYlEZg.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/754/1*C0pVMFz3kIlhTSNLdqdRGA.png" /></figure><p>A very interesting phenomenon is, <strong>that we can see each of the towers tilting in different way even though they are the same duplicated game object!</strong></p><p>This shows that there can be little error for the unity game engine while calculating the trace of each block!</p><p><strong>This error will become more revealing as we filed up more towers with our game object which is not a straight rigid body itself!</strong></p><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=557338c32733" width="1" height="1" alt="">]]></content:encoded>
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            <title><![CDATA[Unity 3D, you can add Mesh component to make your any object collide with other objects as rigid…]]></title>
            <link>https://medium.com/@joungdongjin925/unity-3d-you-can-add-mesh-component-to-make-your-any-object-collide-with-other-objects-as-rigid-071da1221e80?source=rss-6af4f0f5b2ee------2</link>
            <guid isPermaLink="false">https://medium.com/p/071da1221e80</guid>
            <category><![CDATA[unity-3d-course]]></category>
            <dc:creator><![CDATA[Joungdongjin]]></dc:creator>
            <pubDate>Fri, 21 Feb 2025 08:46:19 GMT</pubDate>
            <atom:updated>2025-02-21T08:46:19.225Z</atom:updated>
            <content:encoded><![CDATA[<h3>Unity 3D, you can add Mesh component to make your any object collide with other objects as rigid body! And how to make your own prefabs with random 3d object!</h3><p>At below state, what happens when we add the ‘Rigid body’ component to our object and make it collide with each other?</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/480/1*7b_yb-80bZgHc0yDfuu8Hw.png" /></figure><p>As you can imagine, since RigidBody component gives the object the mass and center of its mass, this component can make your object to exchange each other’s momentum based on their speed to collide each other and their mass, their colliding angle as they collise each other.</p><p>So to see this real colliding like our reality nature, we will add ‘RigidBody’ component and MeshCollider to the LampTall object and make it collide with our ball.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/506/1*uDg7goXaMzVY2d-awLYRgw.png" /></figure><p>Okay, so we add the component, let’s play the scene!</p><p><strong>If you play the scene, then your lamp object just disappears into the ground</strong> because<strong> it doesn’t have mesh at the Mesh collider component.</strong> To make your object respond to the other rigid object when colliding happens, you need to make sure to choose the <strong>proper colliding mesh for your object</strong>.</p><p>Or, your object just goes through every other object because there is no mesh to be recognized for unity editor.</p><p>Maybe you might wonder now like, “But the ramp object starts to collide with other objects in the scene view as soon as we add the ‘RigidBody’ component and ‘Mesh Collider’ component for it?”</p><p>Yes, because as you can see like below screen, our ramp object already has the ‘ramp mesh’ in its mesh collider automatically when we add the mesh collider for this object.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/501/1*zX847tt9MrUpOwQNo6AXQw.png" /></figure><p>It is because of the setting of this tutorial. For the normal project’s object, when you want to add mesh collider for it, you need to also choose proper shape of this object’s mesh around it. That means you need to create your object’s own mesh already when you want to add proper mesh collider for your object.</p><p>Yes, the ai can build our own 3d mesh script file for our any wanted 3d assets or models, but before we make it using ai, we need to make its mesh by ourselves to notice what kind of this mesh script is! Luckily, there are lots of tools and tutorials to make your object’s own mesh by yourself at youtube, so don’t too much worry about it, we will learn it later~.</p><p>—</p><p>Anyway, I chose the proper mesh collider for our tall lamp object and add it to mesh of mesh collider component.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/485/1*Yzd8wDK8sPa17Lgho8mbwg.png" /></figure><p>As you can see in the below screen, I chose the ‘Laundry_basketTall’ mesh for our lamp, <strong>which will make our object tilt and then soon fall over the floor when it collides with the ball object</strong> that we’ve made.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/580/1*uhe9oZsHVVoHGc48lcVRYQ.png" /></figure><p>Since our lamp object has the same mass as our ball, its change through time will be affected by the speed of the ball as it collides.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/1007/1*DYQ7W2eVWZt_wC_tMIPa2A.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/955/1*qwBFO9EMMmlfcWxolWxCFw.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/994/1*owKn6fY8UPC0iyc-eMuSvg.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*uNjyElWkqgDGLIHMdBHPRQ.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*e5j7y4IMvzilGJv6q129NQ.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/1024/1*TlJQNCXEN45rWShXLBF9zg.png" /></figure><p><strong>It works as the line of the lamp’s mesh collides with the ball’s mesh!</strong></p><p>And you can apply the <strong>mesh collider and rigid body component to any other object that you want if you want to bring their realistic collide with each other</strong> with their own mass, too!</p><p>—</p><p>At the hierarchy window, can you see the ‘plus button: + ’ on your left side?</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/140/1*_YoS76ouAS0ZKYeslyslAA.png" /></figure><p>Click it! Then you can create 3d object, 2d object, audio, effects, light, video, camera, cinemachine, Visual Scripting Scene Vriables, UI, UI toolkit at here!</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/267/1*pBUlP4lqhG_4equppH5OTw.png" /></figure><p>And at the inspector view’s transform component like below, you can see the right button, which is ‘More :’ Menu for the transformation component of your object. And if you click it,</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/324/1*L3Z4o2N4kElUfcaamjbvdA.png" /></figure><p>You can reset your object’s position values into (0,0,0) like above!</p><p>—</p><p>If you select ‘add’ button at the top of project window then press ‘create’ button -&gt; then click ‘folder’, as you saw before, you can create folder in any project’s folder like below.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/260/1*0j5Ig1B67wUnxS8SlA3wSA.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/249/1*RPicMIwKv5kO81i1xX1HjA.png" /></figure><p>And if you click and drag your object in the hierarchy view to this folder in project window, your object’s instance color would turn into blue color like below!</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/526/1*dFa_xQ_g4kVJ21znTB2KoQ.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/220/1*YPPFwIhOV_B5LXxg-v4mPQ.png" /></figure><p>And if you click your wanted object from your project folder’s prefabs folder, then you can enter to its Prefab asset windows like below!</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/318/1*1V_R47xW2D_hZb0GY8GTmQ.png" /></figure><p>Okay, so we made our own prefabs using dragging the hierarchy object to the prefabs folder for us! We can drag this to the scene view to multiplicate our wanting object!</p><p><strong>Then how can we change this prefabs’ material with just one setting of its material</strong>?</p><p>—</p><p>As you can find from your <strong>prefabs object’s inspector view</strong> below, you can find the ‘M<strong>esh Renderer’ component </strong>of it.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/318/1*NG0CGGfuJbo-IPqcnzFkoA.png" /></figure><p>And you can also find the <strong>‘materials’ component </strong>in it. This component represents your selected prefabs’ material.</p><p>With clicking the double circle button of this, you can search what kind of materials that you want to apply to your new prefabs.</p><p>And I chose the <strong>Apple gold material</strong> in it, it looks like below screen.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/313/1*O9OqQHklvhJxrlr-VfQ4tA.png" /></figure><p>Then our all prefabs(assets)’ material becomes same material as we choose.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/360/1*JNtrQBpgZbYP5I837RkRfg.png" /></figure><p>And we can create our own material with the method like below process.</p><p>&lt;1.&gt;Create ‘material’ beside to your prefabs instance at the project window.</p><p>&lt;2.&gt;Select map color, smoothness, and metallic value as you want.</p><p>&lt;3.&gt;At mesh renderer of your own prefabs, select this material that you have made.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/316/1*7veV2_OFNTcqcspRhAJMTg.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/668/1*eVaGQJJZ1BAcbKlEac0IKA.png" /></figure><p>—</p><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=071da1221e80" width="1" height="1" alt="">]]></content:encoded>
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            <title><![CDATA[At Unity 3D, you can create gravity for any object with RigidBody and bounciness of your object…]]></title>
            <link>https://medium.com/@joungdongjin925/at-unity-3d-you-can-create-gravity-for-any-object-with-rigidbody-and-bounciness-of-your-object-be25eb14c588?source=rss-6af4f0f5b2ee------2</link>
            <guid isPermaLink="false">https://medium.com/p/be25eb14c588</guid>
            <category><![CDATA[unity3d]]></category>
            <dc:creator><![CDATA[Joungdongjin]]></dc:creator>
            <pubDate>Wed, 19 Feb 2025 03:02:45 GMT</pubDate>
            <atom:updated>2025-02-19T03:02:45.708Z</atom:updated>
            <content:encoded><![CDATA[<h3>At Unity 3D, you can create gravity for any object with RigidBody and bounciness of your object, collider detector for your object!</h3><p>With RigidBody Component at any object in your game scene view, that object will have mass in it and respond to the gravity force in which direction is headed to the ground.</p><p>You can add RigidBody component to your selected object in the scene view or in the hierarchy window like below.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/314/1*ZLO6V-VrwLuTg0dK5ajlLQ.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/316/1*Q3jFzdN0RSWh-VR0whvXcw.png" /></figure><p>And if you enter the play mode of the scene, you can see your selected object that you made is falling into the ground now.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/671/1*EG7N3ou8aYBFcKYySh5skw.png" /></figure><p>—</p><p>If you right-click your material folder at project window then click</p><p>‘Create-&gt;Physics Material’ like below, you can make the asset that gives your materials additional physics like how much your material is bouncy when it is colliding with other objects in the scene view.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/696/1*dO_bT3McvFzq3jyKV1Qp5w.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/560/1*eEzNU5XptZuefdKDPEJSJQ.png" /></figure><p>And if you click this new material then see your inspector window and click bounciness, it says how much speed the other collider retains after collision. This is interesting part. Does ‘1’ value of this property makes the ball bouncing forever?</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/318/1*KL_yaqKr6KWmjYQnOzeXuQ.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/311/1*DLUYF_RZ1YjJ0g5KnnTmOw.png" /></figure><p>Let’s see it. Before you start play mode, drag this physics material to your wanted object in the scene view.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/647/1*6fabsqumVIeuoNYjuO-bDA.png" /></figure><p>Then like above screen, you can see the Material component of Sphere Collider one has our new physics material component right now.</p><p>Now if you start your play mode, you can see that your object that has ‘1’ value of bounciness as its material physics bounces four times before it all stops on the floor.</p><p>But if you set this material’s value as 0, the ball immediately stops when it hits the ground.</p><p>—</p><p>If you locate the M<strong>esh filter</strong> in inspector view after you click your object in scene view or hierarchy window, this filter tells you what kind of 3d shape your object has in its 3d space.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/492/1*6vAcmVo_NwDug97muEU95A.png" /></figure><p>And the <strong>Mesh renderer</strong> shows you the surface appearance of your selected object for you. So it needs to contain your object’s material that you want to apply to your object.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/496/1*-_g74Re9jrpOF6z3nBS0gA.png" /></figure><p>And also, it shows you whether you are using cast shadows, Static shadow caster, global illumination. And if you use your global illumination, what kind of global illumination you are using right now.</p><p>And interesting thing that you can do with your unity is, that you can build your own motion vector type for your selected object. This usually applies to moving object with real time.</p><p>And about Layer mask and Anchor override, we will gonna learn them at our future if we need it.</p><p>—</p><p>And do you remember that we make our own Physics Material at our project folder and apply it on our object by just dragging that instance?</p><p>Well, if you do that, the <strong>Sphere collider</strong> must have your <strong>material physics</strong> in its Material component like below.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/491/1*kiuaGDuE_7PsvjQ6_hPjaA.png" /></figure><p>This collider component of the object defines the boundaries of colliding with other objects in the scene view. Furthermore, it also defines its various properties related to <strong>falling physics, rolling, or scrubbing physics.</strong></p><p>The <strong>center coordinate of the collider of your own object</strong> decides the <strong>position of where</strong> the actual colliding phenomenon happens when your selected object contacts other objects in the scene view while it is moving by other physical scripts.</p><p>In 3d space, most object uses the Sphere collider because it is simple and has a smooth curve, but you can also choose another shape of collider if you want to, for your own object. We will talk about this later while we make our own game.</p><p>—</p><p>Related to surface collider and material physics, there is a ‘Rigidbody component’ at each object.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/493/1*WePODpW6Jr1Mdv7YFGoA6A.png" /></figure><p>This component shows you where <strong>your object’s center of mass</strong> is and <strong>how</strong> <strong>big mass</strong> your selected object has in it, whether you want <strong>to apply gravity</strong> to your object, and whether you want to use a continuous collision detection surface or not.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/424/1*0NRV-k5B6iYWpjPfU4Eaqg.png" /></figure><p>—</p><p>Okay, so how can you make your object collide with other objects in the scene view?</p><p>As you have seen at our object, there needs now Sphere collider or something new collider at our object. So we need to add new collider type to our object that has no collider in it.</p><p>If you click one object that you want to make it to colliding enable one with other objects from your scene view and then click ‘Add component ‘ button then add ‘Mesh Collider’.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/364/1*ChaJ2Ab1tw4o6UEYTthpHg.png" /></figure><p><strong>Mesh collider creates a suitable collider with your object’s surface shape</strong> in 3D space for your selected object. So if you use this collider, then for any kind of object in 3d space, you can add its collider suitable to its own surface shape in 3d space.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/503/1*lRJZh7bRjILDczPPKiP3aw.png" /></figure><p>And mesh collider has <strong>‘Convex’ </strong>component that enables your object to collide or interact with other objects in the scene view when it touches the surface of other objects.</p><p>So if you make this button enabled, then every object that has this component enabled becomes colliding with each other when they contact each other like below.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/497/1*4j45ow5seyUBKNv6ABNYEQ.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/421/1*jPt_ZJRgQKCuD6IGBAn2bw.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/406/1*g-ISG3vAKR9NuLQNUUyXFQ.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/300/1*Z45stQGvlaE8rr3M2IG7Rw.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/342/1*LhasDzUEaUiJFAuqBb8uww.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/352/1*dL2n00HTJfRpHcOMt52SFA.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/606/1*pJfSG7GgVAzG7yrNXTT3Yg.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/637/1*eZcJw4LfxLiOPYri0ynAcg.png" /></figure><p>— The end!</p><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=be25eb14c588" width="1" height="1" alt="">]]></content:encoded>
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            <title><![CDATA[At Unity 3D_ Drag your own Prefabs, How to create your own new 3D material and adjust its…]]></title>
            <link>https://medium.com/@joungdongjin925/at-unity-3d-drag-your-own-prefabs-how-to-create-your-own-new-3d-material-and-adjust-its-699d9bb154b2?source=rss-6af4f0f5b2ee------2</link>
            <guid isPermaLink="false">https://medium.com/p/699d9bb154b2</guid>
            <category><![CDATA[unity3d]]></category>
            <dc:creator><![CDATA[Joungdongjin]]></dc:creator>
            <pubDate>Mon, 17 Feb 2025 12:29:58 GMT</pubDate>
            <atom:updated>2025-02-17T12:30:19.592Z</atom:updated>
            <content:encoded><![CDATA[<h3>At Unity 3D_ Drag your own Prefabs, How to create your own new 3D material and adjust its smoothness and metallic properties.</h3><p><strong>Prefab</strong>s are pre-fabricated assets.</p><p>Which means these objects are already <strong>made for positioning and revising its direction or geometrical property at 3d space</strong> of game scene view.</p><p>If you drag your prefabs from project windows then put it onto your scene view, you can actually locate that prefabs at your wanting position.</p><p>This can be described by this sentence_ “we are positioning instance of our prefabs folders.”. Basically, it is like positioning an instance of specific class.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/670/1*TemRe3p2Nm5D7c96-4DB8A.png" /></figure><p>And if you click your deleting wanting object then press ‘del’ button, you can erase that object from your game scene view.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/669/1*ViNUaw9rxUg_8krcdB8-pQ.png" /></figure><p>—</p><p>If you put specific material instance into your wanted object in game scene view, you can change its surface materials or colors and patterns on it.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/662/1*yT62HKYQo1NaWGMkhhsCQg.png" /></figure><p>—</p><p>In unity, you can add sphere, cube, cylinder, capsule, flat plane with only clicking the GameObject button on your option bar at the top of the screen.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/534/1*5r2rf1gDMReNuu4_ScnWYQ.png" /></figure><p>After positioning these primary object at the game scene view, you can also rename it or cut, copy, or duplicate or delete it with right-clicking the object you’ve created at the hierarchy view.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/668/1*gXkx7vgkP-8s1ZvEsQjtwA.png" /></figure><p>—</p><p>And you can also create your own materials if you right-click the ‘Materials’ tab and click the Create-&gt;Folder one.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/712/1*dMOnLUmorF9yPhx8u71Yxw.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/431/1*eHKBgBUHXqWQaUhjnV-UYg.png" /></figure><p>Then you can create your own material folder like the above picture.</p><p>In this folder, you can create your own material in it by clicking ‘Create -&gt; Material’ on this folder using the right-click of your mouse button.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/708/1*38_0Io6l3uLK1ARF53KspA.png" /></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/340/1*DEwRLhGvqUhc32XX8zIxcA.png" /></figure><p>Now you can also name your own material like above.</p><p>This is a new asset instance that we have created in the project folder.</p><p>As you already noticed, you can create any kind of folder in your project folder.</p><p>You can make a folder that contains specific kinds of <strong>materials</strong> or <strong>C# scripts</strong> for implementing specific phenomena in-game scene view or <strong>2D objects</strong> or <strong>Render texture</strong> for object’s surface or <strong>Shader </strong>or Assembli definition or just Texting or <strong>GUI skins</strong> too.</p><p>—</p><p>If you click your new material see the inspector window and click the base Map(the basic color of the object’s surface), you can choose your own base map color of your own materials.</p><p>Any object that has this material will change the <strong>base map color</strong> as you picked immediately.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/647/1*g0ieZYNQPBOO9pW9DILJtQ.png" /></figure><p>Now you can also change your material’s other properties. The property named metallic Map means how metallic your own material looks like.</p><p>The metallic property’s measurement means <strong>how clear your material will show you the reflecting scene of this material.</strong></p><figure><img alt="" src="https://cdn-images-1.medium.com/max/860/1*jEhcXeQYZ7dAcrJXW7Q6AA.png" /><figcaption>metalic map = 1.0</figcaption></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/846/1*6NtNoC-AzJDl_L4I4jRuOw.png" /><figcaption>Metalic map = 0</figcaption></figure><p>And the smoothness means how much light you want to reflect through the surface of this material like below.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/829/1*xbsBqRcz9eZqXegebkDguQ.png" /><figcaption>Smoothness = 0</figcaption></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/846/1*6NtNoC-AzJDl_L4I4jRuOw.png" /><figcaption>Smoothness =0.5</figcaption></figure><figure><img alt="" src="https://cdn-images-1.medium.com/max/854/1*Q4gq6xLNprfdDlMcAyEHyw.png" /><figcaption>Smoothness = 1</figcaption></figure><p>So if you set your material’s smoothness and metallic map property as 1.0 together, then your materials can grab every light of the background and it will get the most clear view of the reflecting scene of this material like below.</p><figure><img alt="" src="https://cdn-images-1.medium.com/max/837/1*uTSMbx7jwFuBI2ecPjZeqQ.png" /></figure><p>So if its reflecting view is so pretty, your own material will contain the most beautiful view in it too when you set both properties as the highest level!</p><p>So basically, it is useful to describe clear windows/glass or clear water.</p><p>—</p><p>Today’s lesson is ended!</p><img src="https://medium.com/_/stat?event=post.clientViewed&referrerSource=full_rss&postId=699d9bb154b2" width="1" height="1" alt="">]]></content:encoded>
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