My journey becoming a Unity game developer: Make a game look beautiful-Scifi Control Room Floors

Rhett Haynes
5 min readFeb 22, 2022

Objective: Building a floor using simple techniques to give variation for the look of the Control Room.

Final floor setup for the Control Room.

We need to get game assets to create this Control Room. The assets we will be using for this Control Room will come from GameDevHQ’s Filebase. They have a large assortment of ready to use 3D game assets with many coming pre-scripted with animations, particle effects, and sound. Also, they add new assets weekly making Filebase a must have whether you’re a beginner or experienced game developer. To learn more about Filebase, go to https://filebase.gamedevhq.com/

Using Filebase from GameDevHQ for game assets.

We will begin with downloading the Scifi Floors 01–12 asset pack. Once we import the package, just click on the Locate button where you will directed to the location in the Assets folder the floors are located. Inside the FBX folder, you will find each floor asset that we can use in making the Control Room.

Downloaded scifi-floor assets from Filebase.

We started off using Scifi Floors_01 for the dark floors. Starting off with the Transform Position of zero, duplicate the floor using CTRL-D to make 5 across and 4 down which will be the main floor of the Control Room. Use the CTRL-button and drag each floor to connect to the other floor next to them. After doing that, duplicate another floor or drag Scifi Floors_01 and place the floor to the end of the row in the middle column. Duplicate 3 more floors and CTRL drag them to form one path.

With the pathway, we’re going to add light colored floors around the path. Using Scifi Floors_05, place one on one side of the path and set the Transform Position X and Y-axis to zero. Also, CTRL drag to connect to the side of the path’s floor, then duplicate the floor and CTRL drag it across onto the other side of the path. CTRL select both light floors and duplicate them with CTRL-D, drag them to attach to the previous 2 light floors. Keep doing this until the light floors go almost all the way down the path.

Placing light colored floors around the dark colored floors.

To add a little variation to the light floors pattern we will rotate them to have the black painted edges facing an outward direction from the dark floor pathway. CTRL select the 3 light floors on the left side, and CTRL-drag rotate the floors which will rotate in 15 degrees increments until the painted corners are facing outward. Do the same with the other side as well so the painted corners are now aligned with each other facing an outward direction from the path.

Rotating floor objects using regular rotation and CTRL + rotation.

Select 2 light floors and duplicate them. Drag and rotate them to align with the Main Floor using the CTRL-drag until the painted corners are facing outward from the Main Floor. Do the same for the other side of the pathway, then duplicate one floor and attach to each side’s end. Select all 3 light floors, duplicate them, and CTRL-drag them on each side of the Main Floor making sure to rotate them to have the painted corners facing outward from the Main Floor.

Using the Pivot to rotate 2 or more floors together into a new position.

To add more variation to the floor’s patterns, pick one corner’s floor and drag Scifi Floors_10 onto the floor to make it a child of that floor. Make sure the Transform Positions are set to zero, then pull up the Scifi Floors_10 until it protrude from the corner’s floor. In the Assets folder, create a Prefabs folder and drag the new floor created into the folder making this asset a prefab.

Added a different floor on top of another floor to create a new prefab variation.

Now using the new prefab floor, we’re going to place this floor onto each corner’s floor making it a child of that corner’s floor to place the prefab floor into that position. Then unparent the child floors, and delete the original corner floors as this will now allow the prefab floors to take it place in the scene.

Using the new prefab floor to replace other floors to create a new variation.

For more variation, select the prefab floor instance in the Scene and open its prefab. Reposition the Scifi Floors_10 object on top of the other floor by moving it to one side of the floor. Then, duplicate the Scifi Floors_10 object and move that one until it attaches to the side of the other Scifi Floors_10 object giving it a look of 2 circular symbols on top of the other floor.

Added a different floor pattern on top of other floor objects for variation.

With the dark floors we’re going to give it a little variation by going to the 2nd row and select floors from the 2nd column to the 4 column. With each floor, drag the Scifi Floors_02 onto them making it a child to position the new floors. Then, unparent the floors and delete the original dark floors so the new dark floors show with their new variations.

Exchanging out 3 dark floors for another 3 dark floors for variety.

We can still add more variations to the floors by exchanging alternating floors with new floors. Using Scifi Floors_03, make them a child to alternating floors to position them and then unparent them. Delete the original floors to see the new floors displayed.

Substituting different floors for variety.

To organize all these floors created in the Hierarchy, first create an Empty game object name Static which will hold all static objects making up the Control Room. Second, create another child Empty game object inside of the Static game object name Floors to hold all the floor objects. Drag all of the floor objects in the Hierarchy into the Floors game object which will now give us a neater looking Hierarchy to work with.

Organizing the floor assets under an Empty game object name Static.

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