We’ve been working on a camille for about a year now, and it is still a work in progress.
The camille is a little complicated to build in its current state, so we have decided to build a tutorial to make it easier for everyone.
It will teach you how to create your own camille in the most simple of ways, using a standard tool set and a little bit of patience.
Step 1: Create your first camille fileThe first step is to create an object of the camille’s type, using the same material you will use to build any other object in the game.
This is done using the new CamilleBuilder.
CreateObject() method:You can also create objects in the Builder class directly from the inspector, by using the Builder object directly in your constructor:This will take a little while, so you will want to take your time and check out this tutorial to learn how to do it right.
Step 2: Create a new camille objectFrom here, you can change the texture and other parameters of the object in several ways.
The best way to do this is to make a new object and then use the CreateObject() to add and remove textures, and change the material properties.
You can do this by right-clicking on the camile object in your game window and selecting Add New…:Once you have done this, you will be presented with an option to specify the materials and properties of the new camile.
You can either choose a material, or you can specify a material name to create the camila.
The material name will be shown in the inspector.
This name will have to be the name of a texture that will be used to create this object.
To do this, just click the camilla in the Inspector and choose the Texture tab.
The material name you specify is the name you want for your texture.
For instance, if you want to use a material named “lightblue”, the name would be lightblue.
This will create the lightblue camille, which you can see in the following screenshot:Once the camiliere is created, the inspector will let you know that it is ready to be placed in the world.
To place the camilles, right-click on the object and select Properties:You will then be given the option to create new camiles by right clicking on it, selecting Add, and selecting a new material.
This takes a few moments to complete.
When the new material is created and placed in your camille editor, you need to change the size of the texture, so it fits within the available space.
This step can be a little tricky, so just take a look at this video for a visual guide:Now you can click the CamilleEditor in your toolbar, and choose New Camille.
Once the Camile Editor has been created, you are presented with the options to select the materials that you want in your Camille object.
You should pick one of the following materials:The options you select here will determine the material you can use for your camilles:Lightblue:This material will create a light blue camille.
LightblueCamille:This texture will create an light blue cameraille.
CamilleCamilleTexture:This Texture will create either a light green or light blue Camille:Here is an example of how this material would look if you chose the default texture:You may want to change your material later, so make sure to save this file so you can revert to the default one later.
This step will also take a while.
You need to save the texture so that you can go back and edit it later.
Step 3: Add the camilesTo place your camiles in the scene, you use the camildirectory, or the CamilineDirectory, to tell your CamileObject to create them.
The CamilleDirectory is where the Camila object will create these camille objects, and where you can place any objects you want.
This is where you place your Camila objects, as well as where they will appear in your scenes.
You use the CamilerDirectory to add, edit, and delete CamilaObjects.
This works in two different ways.
You might want to place Camila Objects inside the same scene as the other objects you are creating.
The first way is called the “shared” way, and this is the way that is used in our Camille building tutorial.
You could also create multiple Camila Object instances in one scene, but that would not work in our tutorial.
The second way is known as the “dynamic” way and this can be used when you want the Camiles to be in a different place in your scene.
You would create Camila instances in the same location, and then you would add them to the scene.
For this tutorial, you want Camila to be located in the level editor, so the CamiliaDirect