My journey becoming a Unity game developer: Make a game look beautiful-Putting up the walls to make the room using Vertex snapping

Rhett Haynes
4 min readFeb 24, 2022

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Objective: Placing the prefab walls created around the floor to make the Control Room using vertex snapping to attach the walls seamlessly.

Final look of the walls positioned in the creation of the Control Room.

We’re going to place the 2 Wall prefabs around the floor as the next phase of building the Control Room. Start by using Wall_01 prefab, and place it on one side of the floor by the pathway. Rotate it around until the face of the wall is facing inward.

Now normally we would use the CTRL-drag technique to place the wall in place attaching it to the floor. However, there is a better technique in attaching 2 objects together using Vertex snapping. Vertex snapping is for snapping a specific vertex or pivot point of an object having a mesh to another vertex or pivot of the other object. Using the “V” key, hover over the specific point on the object you want to attach and drag this object over to the point where you want this object to connect to.

Let’s start with using Wall_01 prefab in the scene, come down to the bottom of the wall. With the wall facing inward and positioned at the beginning of the pathway, press the ‘V’ key on the bottom corner of Wall_01 to grab the vertex. Holding down the ‘V’ key, drag Wall_01 vertex until it snaps to the corner vertex of the floor.

Using vertex snapping to place Wall_01 on one side of the floor.

Next, we will duplicate Wall_01, rotate the new wall around until we see the backside of the wall facing inward towards the pathway. Then, drag this wall across to the other side of the pathway and use vertex snapping to connect the bottom corner of the wall to the corner of the floor.

Duplicated Wall_01 object and placed it on the other side of the pathway’s floor.

Now add Wall_02 prefab into the scene, and vertex snap this wall to Wall_01. Duplicate Wall_02, rotate it to see the backside of the wall, and drag across to the other side of the pathway. Use vertex snapping again to connect this wall to the wall next to it.

Wall_02 prefab added and duplicated to be positioned next to Wall_01.

Before we move on, we need to fix Wall_02 variations by adding another Scifi Floors_10 to the top of the light wall portion. Just duplicate Scifi Floors_10 down below on the bottom light wall, and CTRL-drag up to the top wall. Once in position, select the Wall_02 object in the Hierarchy and select Overrides. Select Apply All to officially make the changes permanent to Wall_02.

Variation added to the top floor on Wall_02.

Using Wall_01 again, duplicate this wall and place them on both sides of the pathway next to Wall_02 using vertex snapping.

Third part of the wall extended using Wall_01.

CTRL-select the 2nd and 3rd walls, and duplicate them. Maneuver them to be placed around the corner of the 3rd wall facing inward towards the room using vertex snapping.

Duplicated Walls_01 + 02 and positioned them to be around the corner.

Duplicate more walls and position them using vertex snapping to go along one side of the floor.

Duplicated more walls and positioned on one side of the room.

Duplicate those walls created, rotate them to show their backside inwards, and drag them across the other side of the room. Duplicate all those walls one more time, rotate them to face inwards, and drag them to the back side of the room. Use vertex snapping to align them consistently with one another so that the walls align equally.

Sometimes the assets might not align evenly, such as assets not the same size or placement of the assets are misaligned. If this happens, try to redo vertex snapping moving the assets to connect to a different edge of the other asset. Example, moving the walls slightly up using vertex snapping to connect to the top edge of the floor or moving the walls using vertex snapping and connecting to the front edge of the other wall.

As we see in the final results of using vertex snapping, we adjusted the walls connecting to the corner edges of the other walls and floors. This allowed us to have the assets align evenly with one another in making the room look more respectable to the human eye.

Walls positioned to setup the room.

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Rhett Haynes
Rhett Haynes

Written by Rhett Haynes

Learning to become a Unity game developer.

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