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Original subtitles

Hello, everyone, and welcome to this first lecture in our Unity Multiplex's and this lecture, we

will be setting up unity and importing the packages we need to be able to build our multiplayer game.

So to start off, we're assuming for this course that you already have the unity hub installed.

And as for the version we're using, we'll be using version twenty twenty point one.

The patch that comes afterwards isn't really that important.

So as long as you'll start off with twenty twenty point one, you'll be good to go.

And even if you're using a newer version when twenty twenty point two is out or even off into the future,

it'll probably be OK to then.

Of course, for those of you who don't have twenty twenty point one head over to the blue add button

and it should be right at the top here on the latest official releases.

As you can see, mine's great out because I already have it installed.

I've got the latest version, so just try installing the latest version for you.

So once that's installed and you're on the right version of the unity, we can head over to projects

a little down arrow and make sure you select the correct version.

Twenty twenty point one.

We'll be naming this multiplayer BASIX because Section one is all about the basics of multiplayer.

And then in section two, we'll actually be building a full game.

So multiplayer basics.

And as for the template, it's not too important, but I'll be using the Universal Arenda pipeline.

It's just a simple project sets up.

It makes the game look pretty good by default and it'll run on any device.

Once you filled this in and selected your directory, let's press create.

Once your project opens up, it should look a little like this and we don't need most of the stuff that

it gives us in the template.

So let's delete the read me.

That's just this.

We don't need it.

We don't need that material info.

However, we do want to keep the settings.

These are the graphics settings.

We can keep these.

It'll give us one script, the simple camera controller.

We can get rid of that, too.

We don't need that.

We'll be making our own later and we can then go to the camera and delete the script.

It says it's missing.

Now let's remove that so we don't get any errors in scenes.

We just felt the scene.

That's fine presets.

More settings we can keep for now materials.

It has the skybox.

I quite like this.

We'll leave it for now and then again processes everything else in the scene that we don't need.

So we can delete those.

Then up in the hierarchy, we don't need the ten plus sets anymore and we can keep the post-processing

and the lighting just how it is.

It's up to you if you want to go mess with that.

But I won't be doing it now and now our project is ready to start importing packages.

Most of the packages will be downloading from the unity package manager.

And if you don't already have Mirah, which is the networking solution we're using for this course,

most of you probably won't have it.

We need to head to the asset store, which is now online only.

So search online.

And what we want to do is make sure you are signed in to the unity website, OK?

Make sure you've got your face.

If not, then sign in, then search for assets.

We want mirror like.

So his mirror is moved down a bit and you need to make sure that you've got it to stay open.

And unity of wise, it might say, add to my assets or something.

Whatever the blue button says, you should click on it.

You'll get it.

It's free as it says here.

And then once you've got it, you can open a unity.

Then if you click on that, it will open it inside unity.

Otherwise you can do it this way.

Once you've added it, you can then go window package manager.

And this is for anyone who already is maybe messed around with it.

It'll be in package manager.

My assets mirror.

Once it's in your package manager, you can then press import and in a second it will let you import

it to your project.

We want anything inside mirror, but we don't want to mess with anything in script templates or streaming

assets.

We just don't need those future.

Nathan, have one quick thing to mention is that it seems they've removed the script templates and streaming

assets from the unity package.

So if you just have a folder and that's it, then you can just leave it as it is an input.

So let's import this as it is and I'll be back in a minute.

Once it's done, you can close the package manager and you'll see a mirror folder inside your assets.

And then up in the hierarchy, we can make an empty game object.

And let's just check on a network network manager like you see here, all these mirror icons, the blue

squares, lets you know that it's imported correctly.

Let's remove that.

We don't actually need it.

And let's move on to importing the other packages to import the other packages.

We head back to the package manager and we can switch to in project and I'll show you all the packages

that are currently installed.

Now, you don't have to do this, but what I'll be doing is I'll be removing the packages we're not

going to use.

You could just leave them in that if you'd like.

But I'm going to be removing those.

I'll be updating any ones that need to be updated and then adding any new ones.

So the first thing will do actually we'll start adding the ones we want and then remove the other ones.

So head over to the unity registry.

This gives you all the packages you can get.

But we want to enable preview packages because one of the packages we'll be using is not actually on

this list because it's in preview.

So the way you do this is you head to the COG Advanced Project settings and check and they will preview

packages.

So you understand that they're in early development and you see some preview packages.

We want to add programs as our previous package.

Here we go.

Programs install and give it a second result in packages and porting.

And then any second now, it should be done once this is done, I'll show you how to do one of the other

packages, which is the input system.

This one takes a little longer because it has to actually restart unity.

So obviously, I'll be skipping ahead for that part and then for the rest of them, I'll be giving you

a challenge.

So let's go find the input system obviously easier just to type input input system and install.

And if we give this a second, actually, because, as I said, to restart unity, you'll get to this

point with a warning that says the new input system will disable the old input system that will require

you to restart the Editta.

Yes.

So unity is back open.

And now if we search for input, you'll see it's got a tick.

It's, what, just five?

And I'll be giving you a challenge in a second to actually import the remaining packages as well as

if you want, you can remove the ones that we don't need.

So I'll be giving you a list.

Some of them you'll already have installed.

You can ignore those, some you haven't got and some you will have that you don't even need.

So you can remove them if you'd like.

Here's a list how it is currently.

Remember to add two new ones.

You have to go back to the registry and add them and to remove you just click and then press remove

here.

So back to the registry.

The things you need to import are as follows.

So we need to import the remaining packages, send a machine to work with cameras.

The input system, which we've already just done, pro build and programs work together for helping

us build level quickly and obviously for programs you need the previous packages, but I've already

gone through that with you, just in case you forgot that or this text message should be already installed

anyway.

Units, the UI should also be installed anyway, but they've made that package now.

So I put it on the list, universal in pipeline that came of our template.

So that's really down to whether you want to use this template.

And finally, the Visual Studio Code editor for those of you who are using Visual Studio code like me,

there are some of the edits, a plugins like for Writer and Visual Studio, Community Edition.

So it's up to you to get the one that matches which version of using.

So go ahead post the video and have a go getting your packages to look like this.

Welcome back, I hope you post the video and gave that a go.

Let's head back over into.

I'm going to do it as well and I'll timelapse it so it doesn't take forever.

While also talking about packages in general for those of you who aren't used to adding all these kind

of packages.

So the reason we're using packages and why unity made it like this is because we don't actually want

some things in our projects.

Some projects want some things, some one others.

So allows us to add and remove what we even need or don't need.

So, for example, the UI you'd think most people need in every single game.

But keep in mind, unity isn't just a game and it might be used for film and in film that might not

be UI.

So just remove that package, right.

For all these different packages, you need them in different scenarios, so allows you to when you

need something to edit.

So throughout working on a project, you might decide you need timeline so you can just add in timeline

and it means that you only have the stuff that you need when you need it and it doesn't clutter up your

project.

And now that's done.

So we have snowmachine machine input system pribyl the grids text pro to UI universe around the pipeline

and the visual studio code.

Edita ready to go.

And for those of you who are using the Visual Studio Code editor, then we can head over to Visual Studio

Code, the two packages I'll be using as a C shop package here and the debugger for unity.

So only these two.

And one last thing is that now that we have the pro builder and Procrit packages, they both have their

own bits of UI.

And if you continue watching the course, you might notice in some lecture's bits that UI might be on

my screen and you don't have to worry about it not being on your screen.

It's not going to affect anything.

We're not using it till very later on in the course when we do some level design.

So if we go to the scene view, you might notice this.

You might not.

And it doesn't matter if it's here or not, you can close it.

If it is and you want it, you can just ignore it.

If you do want to know now how to turn it on, you just go tools, progress and you hit progress when

notes turn it on and build the you can turn this on.

And like I said, that just level design tools that we'll be using later on in the course, we just

install them now so that we have to come back later and do more installation.

So if they all that you can ignore them and if they're not there, don't worry.

And that's it for this lecture.

We've made sure everyone's on the right version of unity.

We've installed any packages that we need and got rid of any things that we don't need.

I've made sure that anyone using visual studio code, I can follow along with the right add ons and

we're ready to start building our multiplayer game.

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