Part 05 - Building a project.
Create a new project in Unity, 'New' at the top, from the first window you are presented with once Unity has started...
And you are presented with the following default layout (note: this is Unity Pro and the colour scheme is different from the free version)...
You will have a "Hierarchy" window, a "Scene" and an "Inspector" directly visible on the top.
This is a tree overview of the entire visible project in the "Scene".
By default there will be a default "untitled" Scene created, it won't be expanded. Clicking on the triangle to expand it will show the "Camera" and "Directional Light" objects that are also added by default to any new Scene.
This is the 3D view of everything that is visible in the Hierarchy. It is navigable, the navigation of which is described over in Navigation. It is updated during game play and can be used to manipulate the state whilst the game is running.
This is the 'properties' window of the currently selected object, be it selected through the Hierarchy or the Scene view, also the properties of anything selected in the Project view will show here too.
It shows all the Components of a
GameObject and the editable that the components expose to be edited.
This is a folder view of the project. All the files within the project will be visible here. The models, textures, materials, scripts, everything will be exposed here.
The Game view is accessible by default, in the middle window, through the tabs. It shows the view that the current active camera shows when the game isn't running. When the game is running, it will become active, by default, and will show the output of the game.
In the latest version of Unity. It should have created a Scene called
SampleScene in the
Scenes folder, and we can use that for this project.
This project will be pushed into Git at various stages and can be tracked with tags.
More posts in this series.
- Part 01 - Installation
- Part 02 - Concepts
- Part 03 - Navigation
- Part 07 - Creating some objects
- Part 08 - Physics
- Part 09 - Pushing things & animation
- Part 10 - Pushing coins
- Part 11 - Custom Scripting
- Part 12 - Spawning things
- Part 13 - It is still too fast
- Part 14 - Coins are piling up
- Part 15 - Materials
- Part 16 - User control
- Part 17 - Keyboard input - Fire
- Part 18 - Keyboard input - Movement
- Part 19 - Deleting Coins
- Part 20 - Walls
- Part 21 - Adding a GUI
- Part 22 - Adding the GameController
- Part 23 - Scoring links with events
- Part 24 - Refining the Game - Part 1
- Part 25 - Refining the Game - Part 2
- Part 26 - Refining the Game - Part 3
- Part 27 - More refinements
- Part 28 - Slowing the user down
- Part 29 - Some more changes