Unity Editor

Mammoth Interactive
A free video tutorial from Mammoth Interactive
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Learn more from the full course

Build a Battle Royale and an RPG in Unity and Blender!

Create two awesome Games with Blender and Unity®

117:58:30 of on-demand video • Updated June 2019

  • Build a 3D Adventure game in Unity® from scratch
  • Create your own unique Battle Royale system.
  • Navigate the Unity® editor.
  • Design large environments for your character to explore in.
  • Build video game levels.
  • Create your own materials.
  • Build 3D models for the game in Blender.
  • Integrate the art from Blender into Unity®.
  • Learn the basics of animation.
English [Auto] Hello they're welcome back. We have unity open we have to create a new project so we can start understanding the soul a bit better to make a new project be good at a top right and pressed a new button. And now we have a few settings to adjust here. First of all we need to set the project names so let's name this exploring unity. The location of this project is going to be in the projects folder that I created under my home folder. And why did I do this. It's very common for newcomers to any game engine to just drop their projects into documents or desktop or downloads folder. Is not very good it is better to have a folder just for your project so you can easily find them anywhere you want. OK. So we have exploding units has the project name and the location is going to be projects we're going to leave the 3-D rendering mode enabled and after that we're going to create the project. So after we do this unit is going to create a folder with the same name of your project name in your projects folder. OK it's going to be there and you can access through your operating system. Either it is a Mac OS or Windows or Linux and it can just find the files of your project there. And no the editor has opened so if this is your first time working with a 3D game engine it might seem a bit complicated. In the beginning of cases this is the first time you're looking. But actually it makes pretty much sense a game. Let's take a look on each of these windows and tabs available here. One by one. So in the top left you have a hierarchy when there. OK this is going to work more or less like you have in your operating system. So for example if you go to your pictures folder you're going to see several other folders there for events that you win. So for example a birthday party or if you made a trip to a nice beach or if you went to a party in a night club there are going to be several folders and inside of these folders you're going to see different files sort of into your pictures. That's pretty much how high your kid is going to work in unity. OK. We're going to have a list of files inside this hierarchy in each of them are going to have their own hierarchy if you want. OK. And these items that we see here in this case we have main camera and we have directional light. They are called Gheen objects. OK. This name is very important game object. It is the base entity for making a game munity. So you're going to have a game object for the camera. There's going to render the game for the player you're going to have a game object for the player you're going to have a game object for enemies for explosion effects for a river or for whatever you can imagine that is going to change how your game is working either visually or internally it needs to be in a game object. That's pretty much how it works here. However there is a problem. Another problem kind of a characteristic of the higher ticket window you can't see anything there. OK imagine you have a 3D cube you you would only see the name cube. So the hierarchy is basically just text. OK. And of course configure in the hierarchy of the objects if you have a parent object that contains several children object. That's pretty much everything you need. When one of you want to see what we have in this high you're doing OK. And this is the best thing of using a game engine not just any programming language but a game engine. Unity has a scene window. OK. So this is kind of the gates for us to see the virtual world we're building. OK. Notice that we have a plane in here we can see some green guides. And the good thing about this is that if you right click in this window. Notice that your mouse I can turns into an eye in a few buttons and while you're holding the right mouse button you can just look anywhere you want. OK left right top bottom. It's like we have our own camera. OK. So we as the developers are able to take a look on the entire level here but just right click and look and around. OK so we can even examine this claim box that we have here there's the sun up there. OK. There are least two icons in here and while we are in this mode being pressed a W A as in the keys to navigate around the cave which is great if you have ever used first person shooter games if he ever played them then they should be familiar to you. Can you just change where you look in and press the keys to strafe around and it can even use q in IE to move down and up and if these controls you can reach pretty much anywhere in this scene. So if you're building a city for example this is going to be very useful. OK so you're going to go to places where a player is going to be so you're going to see the the lighting seems OK the models the have the right size. And if you have to reposition something you can just use this window. It's very very useful. And it's interesting to practice movement in this scene. OK just so you get used to the controls and you can work faster. OK. So the things that we have in the hierarchy are also here in the scene. If you click on the main camera you notice that it's some arrows appear in the main camera and if you click on the directional light you're going to see that the directional light is selected. But we're going to see more details on this soon enough. So remember I told you this is a camera OK we have a developer camera in here. But to be true to be honest there are two cameras in the scene. There's the one for the developer which the player is not going to see only us when we are making the games are able to see but we also have another camera in here. Good to see that there is a little icon for the camera. This is the main camera and notice that this project that we made already added a camera to this scene. Then it did this because this is what the players are going to use. So do able to see things gave this camera here is going to render the game for the player it's going to draw the game for the player. So they are able to see. Well basically the entire game. So we have this camera here if you take a close look you're going to see that there's a little rectangle in front of it. That's the view for. It's like the area that is used for the camera to look at places and there are these little rectangles in here that are did these lines in here tugging kind of showed the range that the camera is reaching and it's going to draw in while we have this camera selected you can see that there's a little box in the bottom right of the scene window. This is the camera preview. OK. And this is basically what the players are going to see. This is the actual real deal. You can see a quick preview of the game here but you're going to see more details. You can just go to the game window. Right now we can only see the horizon we can see the blue sky and a ground in here. But once we develop the game and add some 3-D elements in and actual movement logic we're going to see the actual game running here. OK. And. OK. So at the right portion of the editor there is things packed a window. OK so what is this about what does this wind do. It shows details of whatever we have selected. It can be a game object that is in our scene or it can be a file that is in our project Let's check a game object first. If we click on the main camera and we look at things Spector window you notice that it's now filled with lots of details in here. OK. At the top you're going to see the name of the game object. OK so remember before everything does is it is a game object that is called main camera. We have a tag that pretty much like a text like a little label that is telling that this is a main camera. OK. But it depends on the usage. Sometimes we don't use tags sometimes we use tags. It's depends on the King you're going to see through all discourse that we are going to use these from time to time. We have layers so we can use these to check for collisions. But let's not use for the camera. And if you look below these items that we're looking right now there's going to be a list of other items. OK. So we have to transform camera gooey layer fleer layer onto your listener. These items are called components. OK and this is very important. OK. Game object is something that is very important it's the base entity for the game but components are also essential for making a game because they are what change how game objects behave. OK so if we make a an empty game object that just says main camera Well that's not enough. We need to specifically tell unity that we want this camera to behave like a camera. And that's why we have our camera component. OK. This one. And we also have a transfer component. Let's take a look on this one first. OK. This is the most basic components for every game object you can imagine because it deals with the position the rotation in the scale of whatever game object you have. And this is very basic for positioning immunity. And we're going to see more about this shortly. OK. We also have a camera component and this component is going to show details about the camera. So for example right now the clear flags for the camera is skybox. OK. So it is like this. But if we wanted to use a flat color we can just click on skybox and select solid color. So it becomes entirely blue and if you want to change the color of the solid color you can just click on those blue rectangle and use the color picker to choose whatever color you want. OK. But that's not what we're going to do here. But you see a lot about unity is experiment and we can just get here and change some values and see the needed effect in the game. Ok sometimes we don't even have to recompile the code. If we are writing some code or it's not necessary at all because we can just change these things and through script unit is going to process this changes and then change how the game is looking like a game can even change a few to a few of the cameras. It's going to have a small rectangle or large one in general we don't have to change the default values for the camera. But still it's good to know that these things are here in front of directional light. We're going to see other things. We also have a tourism component but we this time have a live component. So this slide works as a directional light. But if we can change them to spotlight or point light or area light later if we want OK we can change the lights color or we can change the intensity how the shadows are going to be rendered. So these are better seen once you have some 3-D elements in the game and you can see how the shading is working for them. And we also in the bottom of the unity editor we have a project window this window contains the assets folder which is very important because this is going to contain all the files that are going to be used to make the game happen. OK. So any 3D models that we're going to use in the scripts that we create any materials and animations and sound and video every file that it can imagine that can be used for making this game to work. Well it's going to be in the assets folder. That's why we have this one here and I'm not a window that is very important and it's the console window. If this is in the neighborhood here you can just go to a window and you can press. You can go to a console and press this button. So if you're a developer you should be familiar with this but if you have never seen that this window is basically used for showing messages to the player. And there are three kinds of messages that we can see here. We have error messages which are colored in red. We have warning messages which are yellow and we have basic information messages which are white or black. And the error messages are as the name suggests when you make any mistakes in our code or maybe some plugging is not working right. Well it's kind of the the biggest message of unity can show you to tell that something is wrong or case are going to in there you have warnings when you. There's some suggestions to improve your code or there's something that is not optimized and you can't change that. And the long messages the informational messages are basically to show information for support for a you was a developer. You can even make your own messages in here so you can see what's happening the game to see if it's behaving correctly or if you're going to see some errors while you're developing the game. Well you can use this information messages to see what's happening behind the scenes. OK. So that's pretty much it. 14:19 Ed.. OK we have we have seen the higher your window that list items deem objects in the game. We have the scene window that we have we can navigate in the here and see everything that we have. We have the game window that it shows what's going to be rendered for the player inspector that shows details. So we see the name of the game objects and components. We have the project window with the assets folder for the files and we also have Cosel. And this is pretty much it for the union editor in the next lesson. Let's take a look a deeper look on positioning of elements.