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In this video, I'm going to give you a quick introduction to the interface of unity, and we're going
to throw together a fun little vehicle that I like to call a car.
Not that it looks a lot like a car, but is kind of like a car and start the process of understanding
how game objects and components work within unity.
OK, let's get started.
First thing to do is to finish off our installation process.
I've got visual studio code that I've downloaded.
I need to click on that to start the installation process as always, except all the agreements don't
even read them because that's what our school kids do.
Who knows what it is we're signing our life away to just go through the standard process.
Click Yep, yep.
Install, install.
That'll start visual studio code installing.
So we've got it there so that when we start up unity, we know how to point to visual studio code.
You might just want to launch it to make sure it all works.
OK, it looks like it does work.
We'll come back to Visual Studio in a couple of lectures time, but for now we're going to move on and
create ourselves a new project, jump over to a unity hub.
If you don't have that open, then open up unity hub.
You can see here my twenty twenty point one installation has successfully arrived.
I'm going to click on Projects Top right.
You'll see the new button.
If you've got multiple versions of unity, you can click on the little, select the next one and choose
which version you wish to start the project in.
If you've only got one version of unity, then you can just click straight on the new button.
So I'm going to choose twenty twenty point one.
I've got a couple of templates we can select from we're making a quick little 3D project and I will
rename this to be experimenting.
Not something we're going to keep.
We're just playing around in the engine for now.
If you want to change the location, you can click the three dots.
I'm going to jump back to repos.
I'll actually create myself a new folder here, Unity 3D.
I'll call this to reflect the factor in the unity three day course, double click on that and then select
folder that will create my experimenting project within my repos unity 3D folder.
Like I say, you can put it in whatever location you like.
Just make sure you know where it is so you can find it later on.
Click on Create and we're creating our first unity project.
How to speed up through this portion.
Sometimes it takes a little bit of time, particularly on the first time that you create a project.
So be patient and then when it's done will be into unity.
Now, what we see here is the default layout for unity.
If yours doesn't look this way, you can jump up to window and then find layouts and click on default.
That will change it back.
Just maximize the screen again.
That will change it back to the default layout.
Now, there's a few main areas that I want to point out briefly.
We've got on our left hierarchy, that's where all of our game objects will be shown.
At the moment.
We've got samples saying if we open samples, the little arrow select next to it and say we've got two
game objects at the moment, the main camera and the directional light.
Now, when I click on these in the hierarchy, it highlights them within our scene.
You can see this tab just here is seen and we have our camera.
And the other thing you'll notice when we click on each of these is our inspecter changes.
The inspector is the place that gives us all the information about that particular game object, all
the things that we can change and all the components that are on that game object.
So this is a game object.
The camera is a game object.
It lives in our scene, represented in the hierarchy, and it has a number of components.
Each time you see this little arrow that opens and closes, these are the different components.
So if we close them all up so they're nice and tidy, transform camera and audio of this.
Now, I said I was going to close them up, then I open them all up again.
These are the components that make up the game camera.
Now, every game object in our scene will have to transform.
Transform is the position, the rotation and the scale.
Basically, that's where it is in the world, which way it's rotated and how large it's scaled.
If we click on the directional light, you can see that we've got transform once again.
Everything has a transform the position rotation scale and it has a component which is light and light,
has a whole bunch of information on there, for example, intensity, which is how bright our light
is down in the bottom.
You'll see we have the project tab.
You might want to grab the middle the line down the middle and give yourself a little bit more real
estate here.
And if I click on my assets folder, you see I have a scenes folder within that click on scenes, you
see a sample scene.
That's the current scene that we've created the scene or the level or the world.
We've only got one at the moment within our project.
So sample scene up the top left, you'll see experimenting.
That's the name of my project.
I called it experimenting.
Sample scene is the current scene that we're on and then you're seeing a little asterisks down the end
that says it's not yet saved.
If true control s or command -- got to file save click on that.
You'll see the Asterix goes away.
Now my scene has been saved to my hard drive.
If we want to reinforce that, I'm just going to right.
Click and find Sho in Explorer.
When I do that it'll show me that currently within my repos unity three day experiment folders, I have
the asset folder.
There it is there within.
That is the scenes folder.
There it is there.
And within this I have the sample scene that saved to my hard drive as a unity scene file.
And because there's only a camera and a light in it, it's pretty small.
And you'll see that a.
Metter file has been created as well, that's just a file that unity creates to store extra information
that it's not able to store in the same file.
We're not going to do is add another thing to my scene, which make it slightly larger.
So right.
Click in the hierarchy and we can create a 3D object.
Now we've got a few things here by default that we can create a cube, a sphere cylinder, etc..
I want to start by creating a cube.
When I do that, you'll see that cube appears in my hierarchy and it also appears within my scene.
Now we can have a look at this and zoom around a little bit with your middle mouse button.
You can pan around the world.
If you hold down alt and left mouse button, you can rotate around.
If you hold down just the right mouse button, you can look around from the spot we're in at the moment.
You can mouse wheel in and out.
You can also hold down alt and right mouse button to do a klingner zoom in and out.
One thing that I use a WLOX, I find it really handy is if you're way off here and you're like, oh
goodness me, I've clicked on my cube, where is the cube?
In my saying, if you hit the F key, it will focus on that object.
And then when you hold down alt and left mouse button and move your mouse around, it'll rotate around
that exact object that you've just asked it to focus in on.
Very handy.
Now we can manipulate this cube.
We can change it in a bunch of different ways.
You see up in the top left, we have a number of icons.
If we mouse over the one that's currently highlighted, it's the move tool.
If I go to the next one is the rotate tool, the scale tool and the recht tool.
These also correspond to keys on your keyboard.
So cue for just general old hand tools.
So that's moving around the world.
W four move a, R and T.
Generally I always use those keys on my keyboard for easy manipulation.
It's very, very rare that I actually come up here and click them.
So I recommend that you get used to t for changing things around.
So if we hit W, you can see that we've got these handles on our game object.
These handles relate to the coordinates.
The Y is up.
You see over in our top left corner you can see that Y is up and that's green.
Red relates to the X and blue relates to the Z or the Z as I rotate around the world.
So olt and left mouse button, you can see that it's rotating the widget up in the top right and it's
also right.
Rotating for the object.
So let's do some manipulation for our object.
I'm going to add R which will allow me to scale now.
I can scale.
If I mouse over the grey cube in the middle, it'll allow me to increase the entirety of my object.
If I grab one of the handles for one of the axes that will allow me to change that particular axis,
to stretch it or to scale it in that area, because I'm going to go about making a car, I think.
OK, so this is the first stage of it.
I've got one cube I can rename the cube.
So by clicking on it once and then slowly clicking on it a second time, or I guess more accurately,
click on it once, leaving a delay and then clicking on it a second time.
I'll call this car body.
I think I'll call this I've renamed my game object.
And you can see over in the inspector, it's renamed Car Body.
Excellent.
And now I've got kabbadi selected.
I'm going to hit Control D or Kamandi on the Mac and you see it will it will copy or duplicate car body.
I could also go up to edit and find duplicate and you can see it shows us the hotkey next to it that
is relevant for your system.
Now where is it you might say we've got these two car bodies.
Well, one is exactly over the top of the other one.
So on car body one, if I hit W, then it changes to my move tool and I'll move that up in the air.
You can see the second component of the car body let's hit ah.
And then scale all of this down and then w move it back down on top of the car to create some sort of
weird top of the car looking thing and just to show how the wreck transform works.
I'm going to hit T and then that allows us to drag things on their individual sides rather than scaling
the whole thing.
So OK, back to you know what, I'll rename this part of the car body.
I'll rename it by clicking on it twice.
Car top now so that you're not just watching along and doing exactly what I do.
I've got a challenge for you and a little bit of information I'll give you before the challenge is if
you right.
Click and find three object.
There's a whole bunch of other things that we can add in here as well.
For example, cylinders and capsules and spheres.
So that's just a little hint for you for this challenge.
And any time you see this green slide with the pause button, this means that we're doing a challenge.
And I urge you to go through the challenges each time.
So you're not just watching what I am doing, but you're actually doing and creating your own content.
The challenge is using simple shapes experiment to make some sort of vehicles or could be a car, could
be a tank or could be a rocket ship, whatever you like.
OK, put the video on.
Take on that challenge now.
Radio, welcome back, I hope you took on that challenge, that's the really important part of this
whole process.
I'm going to look at my car here.
I think it needs some wheels that make sense in my hierarchy.
Right.
Click find three object.
I'll create a cylinder.
Now, the cylinder is in the wrong direction and it's too large.
I'm going to start by hitting ah and scaling down E for rotate.
Why R isn't rotate.
I don't know, but that's just the way it rolls.
And a little tip.
If you hold down control it will snap to every five degrees I believe that is.
Or 15 degrees sorry as it's going around so I can get it nice and straight at the ninety degrees.
Just another hint that over here on the side you can see the X rotation is now at ninety on the transform
are going to hit W moved that out a little bit so I can see it as a little bit too large.
So hit are.
Make that bit smaller move moving into position.
Ba ba ba ba ba boom.
There we go.
We've got a wheel on our car.
Now, while I'm here, I'm going to click once, click twice, rename this from cylinder to wheel hit,
enter and then control D to duplicate and you can see it says wheel.
No one shows that it's our second wheel duplicate again that's control D Move it over and I'm just using
ult and left mouse button to rotate around my vehicle here controlled again.
This will give us our fourth wheel and it's good to get used to the fact that from a programming point
of view we usually start at zero as the first item.
So zero.
And then you can see our next one's been named one to three.
Just the way it works when we do programming, we have four wheels on our vehicle.
I see that these two wheels are a little bit too close to the inside of the car.
So what I'm going to do is click once and then find the second.
We'll hold down, shift and click and now I can select both of them and move them both out a little
bit, which I like.
OK, pretty good for now.
I'm just experimenting and playing around.
The last thing I'll do is so that we can group these objects together so that we know that these one,
two, three, four, five, six things belong to the car.
I'm going to come into my hierarchy right.
Click and create an empty that's an empty game object that has no visuals to go along with it.
And if you have a look at our game object in the inspector, it's just the transform.
There's no other components to tell it what it is.
It's just a place in the world.
And that's good because it's going to be a grouping object for us.
Now, just out of practice, what I like to do over and transform.
Right.
Click and reset, that means that our position will be right in the very, very center of the world,
which is zero zero zero on the X, Y, Z axis.
Just a good habit to get into.
Now I'm going to highlight.
So click Carbury and then hold shift all the way down to the bottom part of my car, which is the wheel,
and then drag this on top of game object and you can see they become indented the terminology here is
the game object which I'll rename to Car is the parent and all the other objects underneath are the
children that belong to the parent.
So if I roll up car, you can see that by clicking on car at highlights everything within there.
Also by clicking on car.
I can move everything around at once and I don't have to go and highlight the individual aspects of
it.
So that's just a way for us to start grouping our game objects into a parent game object.
OK, that's all for this lecture in the next lecture will get a little bit more detailed with playing
around with prefabs and understanding how they work.
I'll see you in the next lecture.
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