Level Designer
You build the spaces: blocking them out, filling them with kit pieces, and placing everything the game needs to happen there.
Read these, in this order
| Why | ||
|---|---|---|
| 1 | Scene Structure | The most important page you will read. Multi-scene layers are why more than one person can work on a level. |
| 2 | Level Design | How we approach a level, block-out first. |
| 3 | Level Design Tools | What we built for you. Learn these early. They are where most of your speed comes from. |
| 4 | Modular 3D Assets > Grids & Increments | The grid the kits are built on. Knowing it tells you what will and won't snap. |
| 5 | Naming Conventions > Which category is it | So you can find an asset by guessing its name, which is usually faster than browsing. |
Your tools
- Unity, with our level design tools (see Level Design Tools)
- Workspace Check and Gitea & Git LFS
Your first task
Build a Level: a small room, block-out to dressed, using an existing kit.
Start from a template scene in Assets/Bubbly Games/Templates. Never hand-build the section
header structure; that is how it drifts.
What actually goes wrong
Moving a section header. They stay at (0,0,0) with identity rotation and unit scale, forever.
Moving one moves everything beneath it. That bug is nearly invisible in the inspector,
because the child transforms all still read as though nothing happened.
Building in the wrong scene. _Base is the active scene. New objects go into the active scene
and lighting settings come from it, so check which one is active before you build. Set it explicitly
on load.
Cross-scene references. Unity will not serialise a reference from an object in one scene to an
object in another. It silently doesn't save. Resolve at runtime through a registry, an event channel,
or SceneManager lookups. If you keep wanting a direct reference, that is a sign the two
objects belong in the same layer.
Shipping (1), (2) or GameObject. Unity's auto-suffix on duplication is the single biggest
source of unreadable hierarchies. Duplicates get _01, _02. Name things when you create them.
"Later" never comes, and by then someone else is reading your scene.
Holding locks across layers. Working across two layers means holding two locks, and each one
blocks a different person. Do it briefly and commit as soon as you can.
Moving objects between layers casually. It breaks references and produces a conflicting commit
in two files at once. If something is in the wrong layer, tell both owners first.