Level Design in Unity 3D Part 4: Ceilings, Pipes and Struts

Now that this game environment has floors, walls and columns, it’s time to keep the rain out and install the ceiling.

Before getting started, the floor group can be turned off so it’s not interfering with the view of the ceiling. The hallway floor tiles are selected, duplicated and then moved up into the hallway ceiling position.

I use the position of the duplicated floor tiles to place in a new tile for the roof, and then delete the old floor tiles. With all three tiles selected, using the Pivot option will rotate the tiles in their respective positions. Holding the control key while rotating will snap the rotation to whole increments.

Another game object is brought in to make some piping and other details around the perimeter of the hallway ceiling.

This game object is duplicated on both sides of the hallway ceiling.

Once one side is complete, the selected objects can be duplicated, rotated and placed into position.

Here is an updated look at the hallway ceiling.

I make two new empty game objects to help keep these parts organized. One will hold all of the ceiling components, and the other will hold all of the hallway ceiling objects specifically.

Now for the big room. I reactivate the floor and then view it from a top-down orthographic view. All of the floor tiles are selected,

The floor tiles are duplicated and moved upwards into the ceiling position.

Two different piping game assets are brought into the scene view to be placed around this roof.

Using duplicate and movement hot keys makes building this scene move quickly.

One side of piping can be duplicated, rotated and then placed on the opposite wall.

The single piping asset gets a similar treatment, only I move this one up just a little to create some depth from the double pipes.

Here is the new ceiling with finished piping!

New empty objects are created as submenus for my main ceiling object. With all of these game objects being used to build a scene, it becomes very important to keep the hierarchy clean and organized.

The mid-section of the column asset can be used here as ceiling struts.

Four instances of the column asset make up a new ceiling strut, with each rotating 180 from the last for visual appeal.

Using the orthographic view is very helpful when scaling down this strut to be the size of the room.

Here is the new ceiling strut in place.

Let’s give the ceiling strut some additional support by making some anchor points. I grab a new asset, duplicate it and flip it to me mirrored.

The next step is to position and scale the anchor piece to match the strut. The side view orthographic perspective again comes in handy here.

For the finishing touches, I grab another asset piece and slap it on each side of the anchor support.

The 4 anchor support objects are duplicated and moved to the opposing side of the strut.

I continue the pursuit of organization in the Hierarchy.

The single strut and it’s anchor supports can be quickly duplicated and moved into a new position aligned to the column.

After collapsing all of the sub menu objects, the hierarchy is nice and clean.

Here is a look at the big room with it’s new ceiling components!

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I am an artist and musician, that is currently diving headfirst into game development with C# and Unity3D.

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Jared Amlin

Jared Amlin

I am an artist and musician, that is currently diving headfirst into game development with C# and Unity3D.

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