My journey becoming a Unity game developer: Make a game look beautiful-Door, Frame, and Wall created for entrance and exit

Rhett Haynes
5 min readMar 9, 2022

Objective: Create an entrance and exit for the player into the Control Room with a single door and frame attached to a wall.

Final results of the Doorway.

To begin, drag in Scifi Door Single 03 and Scifi Door Single Frame 03 objects into the Scene. Place these 2 objects at the end of the hallway in the middle.

Scifi Door and Frame added to the end of the hallway.

Next, drag in Scifi Floors 02 object into the scene and position it at one side of the doorway. Duplicate this object and place it on the other side of the doorway with a little space in between the walls and door frame. The reason for this is that the wall tiles are a little bigger than the door frame. Therefore, select both Scifi Door Single 03 and Scifi Door Single Frame 03 objects, and scale them larger to match the height in particular to the wall tiles. Adjust the wall tiles to attach to the door frame at this point.

Wall tiles added to each side of the door frame with door and frame scaled bigger.

Select and duplicate both Scifi Floors 02 objects, and position them above their originals attached. Duplicate these 2 objects and position them as well above the middle tiles attached.

Duplicated the wall tiles and positioned them up to the top of the doorway.

Now for variation, let’s add Scifi Walls Crown 01 object into the Scene above the door frame on one side of the wall. Duplicate this object 2 more times and connect them to have one on the left, middle, and right above the door frame. Position them to have their ends be evenly into the 2 columns and in the wall with the front side in clear view.

Also, add the Scifi Walls Base 02 object into the Scene on one side of the door frame standing upright. Scale it down to be a little bit narrower to the door frame, and rotate it to have the painted bar nearest the door frame. Duplicate this Scifi Walls Base 02 object, and position it on the other side of the door frame with the painted bar nearest the door frame.

Variation added to the wall with assets above and around the door frame.

We can add a little more variation to the wall by using Scifi Floors 05 object and positioning it over one end of the upper wall area by making it a child of the wall tile located there. Duplicate this Scifi Floors 05 object, and place it on the other side of the upper wall tile area as well making it a child of this object. Select both Scifi Floors 05 objects and drag them from their parents onto the list in the Hierarchy themselves. Rotate each Scifi Floors 05 object to have the stripes furthest from the 2 side walls.

Select the middle wall tile, and drag the Scifi Floors 04 object onto the middle wall tile object making it a child of this object. Drag the Scifi Floors 04 object out of its parent into the list in the Hierarchy as well. Rotate this object to have the painted stripe furthest from the ceiling. Now we can delete the 3 Scifi Floors 02 wall tiles from the upper area of the wall as we don’t need them anymore.

Added more variation to the upper area of the wall with 2 types of wall tiles.

For a little more variation to the wall, we’re going to use Scifi Walls Crown 02 object by placing it at the bottom of the middle wall tile. Duplicate Scifi Walls Crown 02 object 2 more times, and place them on each side of the middle Scifi Walls Crown 02 object attached. Position these 3 objects into the wall and columns evenly. We want the 2 Scifi Walls Crown 02 objects at the ends to have their square vents on the very end inside the columns to keep consistency with our view. Select the Scifi Walls Crown 02 object on your left-hand side, go to Transform in the Inspector and change the value of Scale to -1 to flip this Scifi Walls Crown 02 object’s model to be displayed in reverse.

More variation added to the upper wall area using Wall Crowns.

Finally, we can organize this wall, door frame, and door in our Hierarchy. Select the door itself and create a new Empty game object name Doorway to set our pivot position to that location. Unparent the Doorway object from the single door object in the Hierarchy, select all of the objects that consist of the wall, door frame, and door. Drag all these objects into the Doorway object making this object their new parent. One other thing we can do for future organization is to use another new Empty game object name — Dynamic — to hold our Scifi Door Single 03 since this door will be animated in the future.

Organized all of the doorway objects under Doorway game object, plus door under Dynamic object.

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