WEBVTT 1 00:00:05.671 --> 00:00:09.930 Game Basics Intro to Unity 2 00:00:09.931 --> 00:00:12.115 GCC Academy 3 00:00:27.144 --> 00:00:28.444 Hello everyone 4 00:00:28.444 --> 00:00:32.467 Hello, this is Tak Kwang-wook, in charge of Unity Game Programming 5 00:00:33.007 --> 00:00:36.588 In this lesson, we will explore why we need to use the Unity engine 6 00:00:36.588 --> 00:00:39.346 from the perspective of the content development process 7 00:00:39.346 --> 00:00:43.567 We will learn how to install and operate Unity by 8 00:00:44.407 --> 00:00:47.287 understanding the content creation process, 9 00:00:47.287 --> 00:00:51.287 installing the Unity engine and creating a project, 10 00:00:51.287 --> 00:00:56.287 and examining Unity’s screen layout and learning its operations 11 00:00:56.287 --> 00:01:02.287 Let's practice editor manipulation by creating a simple chair object 12 00:01:02.480 --> 00:01:06.292 Overview of the Unity Engine and Installation 13 00:01:06.296 --> 00:01:11.907 To understand the Unity engine, we first need to explore the content creation process 14 00:01:13.053 --> 00:01:17.566 As shown in the diagram, the process begins 15 00:01:17.566 --> 00:01:21.936 with the proposal and planning stage, where the feasibility of development is reviewed 16 00:01:21.947 --> 00:01:26.493 Then, prototyping is used to validate the proposal and plan 17 00:01:26.494 --> 00:01:32.626 If the result is positive, the full-fledged project starts, 18 00:01:33.077 --> 00:01:35.916 with step-by-step schedules being calculated 19 00:01:35.916 --> 00:01:40.163 Following alpha and beta testing for commercialization, 20 00:01:40.184 --> 00:01:41.184 the product is eventually released to the market 21 00:01:42.652 --> 00:01:47.137 A content requires this many processes before it is released 22 00:01:47.138 --> 00:01:49.633 While the quality of the content is essential, 23 00:01:49.633 --> 00:01:54.235 development costs are equally significant 24 00:01:54.291 --> 00:01:58.546 Delays in the schedule, caused by 25 00:01:58.547 --> 00:02:02.437 either internal or external factors, can heavily impact 26 00:02:02.437 --> 00:02:05.546 production costs and burden developers 27 00:02:06.852 --> 00:02:13.177 Historically, most development companies followed a sequential process 28 00:02:13.178 --> 00:02:14.768 like this diagram 29 00:02:14.769 --> 00:02:16.934 The planner completes the plan 30 00:02:16.937 --> 00:02:20.356 and hands it to the artists and programmers 31 00:02:20.356 --> 00:02:23.212 Art resources are created, 32 00:02:23.213 --> 00:02:24.379 and then 33 00:02:24.379 --> 00:02:29.898 passed to the programmers, who then proceed with programming tasks 34 00:02:29.973 --> 00:02:34.224 This sequential approach often caused problems, 35 00:02:34.225 --> 00:02:36.442 as each stage depended 36 00:02:36.443 --> 00:02:40.204 on the completion of the previous one 37 00:02:40.216 --> 00:02:45.545 This causes a heavy workload for programmers towards the end of the project, 38 00:02:45.546 --> 00:02:50.859 since other teams rely on programmers for incorporating changes or modifications 39 00:02:50.862 --> 00:02:54.901 The workload is unevenly distributed over the project timeline, 40 00:02:54.910 --> 00:02:57.581 resulting in an overload 41 00:02:57.603 --> 00:03:01.531 Programmers, as well as planners, face 42 00:03:01.532 --> 00:03:04.837 an increasing workload during the early stages of a project 43 00:03:04.847 --> 00:03:10.427 Following the completion of the planning stage, the art team’s workload increases sequentially 44 00:03:10.427 --> 00:03:14.265 In early stages, the planner carries the workload 45 00:03:14.266 --> 00:03:16.605 Mid stages, the artist bears the burden 46 00:03:16.606 --> 00:03:21.280 And late stages, the programmer’s workload peaks 47 00:03:21.280 --> 00:03:24.374 This sequential structure is inherently inefficient 48 00:03:24.558 --> 00:03:30.024 The diagram illustrates an improved parallel development model 49 00:03:30.029 --> 00:03:32.579 For efficient development, as depicted in the diagram, 50 00:03:32.580 --> 00:03:35.794 tasks should not be concentrated at specific stages 51 00:03:35.795 --> 00:03:37.652 but rather evenly distributed throughout the project 52 00:03:37.653 --> 00:03:39.819 To achieve this, 53 00:03:39.819 --> 00:03:44.457 the verification and application of results 54 00:03:44.458 --> 00:03:46.826 for each discipline should proceed independently, 55 00:03:46.826 --> 00:03:49.235 without dependency on other teams 56 00:03:49.572 --> 00:03:53.607 This approach leads to improved quality of the output, 57 00:03:53.608 --> 00:03:57.905 shortened development periods, reduced production costs, 58 00:03:57.905 --> 00:04:02.705 and ultimately enabling more efficient development overall 59 00:04:02.705 --> 00:04:05.419 Unity Engine allows for a parallel production method 60 00:04:05.420 --> 00:04:10.928 that improves efficiency in content development 61 00:04:11.213 --> 00:04:14.300 The structure of Unity 62 00:04:14.789 --> 00:04:17.121 is similar to Lego 63 00:04:17.372 --> 00:04:21.681 Understanding Lego building makes it easier to understand Unity 64 00:04:21.959 --> 00:04:29.886 Lego uses blocks to build its basic objects 65 00:04:30.454 --> 00:04:33.092 Unity also uses basic elements called components 66 00:04:33.093 --> 00:04:39.978 that are combined to create a game object 67 00:04:40.812 --> 00:04:43.978 When creating actual content, it is done as follows 68 00:04:43.979 --> 00:04:48.679 Each department creates components corresponding to Lego blocks like this, 69 00:04:48.680 --> 00:04:50.210 and then they create game objects 70 00:04:50.413 --> 00:04:54.748 By creating Lego blocks for each department, 71 00:04:54.749 --> 00:04:59.099 parallel development by department becomes possible 72 00:04:59.333 --> 00:05:04.955 Then, after creating objects with Legos, they are arranged and packaged 73 00:05:05.368 --> 00:05:07.947 In Unity, a similar method is used 74 00:05:08.133 --> 00:05:13.126 Game objects composed of these components are arranged in space, 75 00:05:13.126 --> 00:05:15.627 to create one scene 76 00:05:15.812 --> 00:05:22.374 And the Lego series is structured as Lego packages according to the components 77 00:05:22.374 --> 00:05:26.856 This Lego package can be seen as part of a Lego series 78 00:05:27.732 --> 00:05:31.771 In Unity, according to the components, it is divided into several scenes, 79 00:05:31.840 --> 00:05:37.074 and all those scenes are part of a single project 80 00:05:38.572 --> 00:05:42.322 In conclusion, Unity’s structure is like the picture shown, 81 00:05:42.923 --> 00:05:46.422 and you can see that it is assembled in a way similar to Lego 82 00:05:46.972 --> 00:05:52.238 The whole structure consists of individual scenes within a large project, 83 00:05:52.239 --> 00:05:55.087 and within those scenes, there are game objects, 84 00:05:55.087 --> 00:05:59.148 which are made up of components, 85 00:05:59.443 --> 00:06:04.253 which is how the project is structured 86 00:06:04.852 --> 00:06:09.135 Using this engine, which allows for department-specific creation similar to Lego, 87 00:06:09.136 --> 00:06:10.905 the process proceeds as follows 88 00:06:11.732 --> 00:06:14.426 First is prototyping 89 00:06:15.051 --> 00:06:18.544 The programmer does not 90 00:06:18.544 --> 00:06:20.967 wait for the art resources but, 91 00:06:21.292 --> 00:06:23.513 based on the design intention 92 00:06:23.528 --> 00:06:27.831 instead, uses basic shapes 93 00:06:27.832 --> 00:06:30.689 supported by Unity 94 00:06:31.172 --> 00:06:33.370 This is called prototyping 95 00:06:33.812 --> 00:06:38.193 It allows simultaneous work by each department 96 00:06:38.773 --> 00:06:42.430 Even when real resources are used from the beginning, 97 00:06:42.431 --> 00:06:44.671 there is a high chance that they will be discarded during development, 98 00:06:44.686 --> 00:06:46.883 which leads to an increase in development costs 99 00:06:46.884 --> 00:06:50.316 By prototyping, the design or content concepts 100 00:06:50.317 --> 00:06:53.759 can be validated first, 101 00:06:53.759 --> 00:06:56.676 and then applied, which is very efficient 102 00:06:57.211 --> 00:07:00.503 After validating the design through prototyping, 103 00:07:01.012 --> 00:07:05.358 and receiving resources from the art team, the resources can be swapped out, 104 00:07:05.359 --> 00:07:08.548 which improves the quality of the content 105 00:07:09.213 --> 00:07:13.029 The final external verification is the alpha version, 106 00:07:13.273 --> 00:07:18.442 and after optimization, when the content runs smoothly, 107 00:07:18.442 --> 00:07:21.833 it becomes the beta version 108 00:07:22.505 --> 00:07:25.641 And once all processes are completed without issues, 109 00:07:25.642 --> 00:07:29.328 the service is launched to the users 110 00:07:30.572 --> 00:07:33.268 So the development progresses 111 00:07:33.268 --> 00:07:35.224 in the order of prototyping, alpha version, 112 00:07:35.224 --> 00:07:37.840 and then the beta version in Unity engine 113 00:07:37.893 --> 00:07:40.689 Until now, we have discussed the development methodology 114 00:07:41.117 --> 00:07:45.752 Now, let’s start with the Unity installation and go step by step 115 00:07:46.093 --> 00:07:49.798 To install Unity, we go to the Unity website 116 00:07:50.085 --> 00:07:53.842 We need to sign up 117 00:07:53.842 --> 00:07:55.118 and log in on the website 118 00:07:55.452 --> 00:08:02.345 Click the user icon on the top right to sign up and log in 119 00:08:02.348 --> 00:08:03.995 On the right top 120 00:08:04.252 --> 00:08:06.539 I'm logged in already, 121 00:08:06.539 --> 00:08:11.042 so we see the ID here 122 00:08:11.042 --> 00:08:13.286 You must see that user icon there 123 00:08:13.286 --> 00:08:19.091 Click on it to sign up and log in 124 00:08:19.813 --> 00:08:25.311 To use Unity, you have to install Unity Launcher 125 00:08:25.415 --> 00:08:27.215 Go to Download in the center 126 00:08:27.216 --> 00:08:33.729 Or you can click on Plans to download it 127 00:08:34.314 --> 00:08:39.373 Click Download to go there 128 00:08:39.373 --> 00:08:41.705 Click on Plans 129 00:08:42.748 --> 00:08:51.062 And you can buy the version that suits your needs 130 00:08:51.826 --> 00:08:56.333 We'll go with the second, Unity Personal, 131 00:08:56.333 --> 00:08:57.097 which is free 132 00:08:57.097 --> 00:09:00.961 Let's download this free version 133 00:09:00.962 --> 00:09:02.766 Now, 134 00:09:03.286 --> 00:09:08.720 you see the same screen as when you clicked on Download 135 00:09:08.726 --> 00:09:12.331 So click on it 136 00:09:12.753 --> 00:09:17.994 Now we have the installer for Unity Hub 137 00:09:18.017 --> 00:09:21.688 Double click on it to install 138 00:09:24.831 --> 00:09:29.667 Then it installs the hub for you 139 00:09:30.539 --> 00:09:36.727 You will be prompted to install the Unity Editor 140 00:09:36.852 --> 00:09:40.591 The program we installed 141 00:09:40.592 --> 00:09:42.847 is not the Unity Editor itself, 142 00:09:42.848 --> 00:09:44.547 but Unity Hub, 143 00:09:44.824 --> 00:09:49.379 which manages all the Unity projects we create 144 00:09:49.379 --> 00:09:55.761 Think of it as a launcher that manages the Unity Editor 145 00:09:56.492 --> 00:09:58.264 So for that, 146 00:09:58.850 --> 00:10:03.529 we'll be using Unity Engine 147 00:10:03.530 --> 00:10:06.213 But we have no Editor 148 00:10:06.214 --> 00:10:11.352 So this window allows you to install it automatically 149 00:10:11.651 --> 00:10:13.955 Let's close the window 150 00:10:13.956 --> 00:10:14.997 Let's skip this 151 00:10:15.372 --> 00:10:18.201 Let's install it manually 152 00:10:18.201 --> 00:10:21.509 If you're not logged in, 153 00:10:21.995 --> 00:10:24.614 it will say that you should sign in 154 00:10:24.614 --> 00:10:28.912 If you're already logged in, 155 00:10:28.912 --> 00:10:35.736 you'll see your own account on the top left 156 00:10:36.895 --> 00:10:39.491 We have Install on the left 157 00:10:39.491 --> 00:10:44.062 The Install section is where you can initially install the Unity Editor 158 00:10:44.063 --> 00:10:48.663 This section allows you to manage the Unity Editor by version 159 00:10:48.733 --> 00:10:52.475 If you click here, you’ll notice that nothing is listed at first 160 00:10:52.870 --> 00:10:55.012 Because there’s nothing, 161 00:10:55.013 --> 00:10:58.171 the Install Editor button is activated 162 00:10:58.333 --> 00:10:59.643 You can click to install here, 163 00:10:59.643 --> 00:11:03.591 but there is also a blue Install Editor button in the top-right corner 164 00:11:03.932 --> 00:11:11.437 If you click on this button, you can download the Unity Editor in the version you want 165 00:11:12.773 --> 00:11:14.790 You’ll see several options, 166 00:11:14.791 --> 00:11:17.263 including Unity 6 Preview 167 00:11:17.533 --> 00:11:23.921 and, below that, Unity 2022.3.50 LTS 168 00:11:24.157 --> 00:11:26.741 For now, we’ll install 169 00:11:26.742 --> 00:11:32.366 the second option, 2022.3.50 F1 170 00:11:32.492 --> 00:11:37.342 You will notice that the LTS version is checked 171 00:11:37.609 --> 00:11:41.440 LTS stands for Long-Term Support, 172 00:11:41.993 --> 00:11:42.993 which is 173 00:11:43.413 --> 00:11:46.650 the stabilized version of Unity 174 00:11:46.999 --> 00:11:49.193 Unity has three types of versions 175 00:11:49.193 --> 00:11:50.787 The first is the Preview version, 176 00:11:50.792 --> 00:11:53.186 which is not officially released 177 00:11:53.954 --> 00:11:56.682 but is a test version showing 178 00:11:56.683 --> 00:11:59.934 new technologies and interfaces 179 00:11:59.936 --> 00:12:03.219 Currently, Unity 6 180 00:12:03.380 --> 00:12:05.458 is available as a preview 181 00:12:05.612 --> 00:12:09.521 After passing through the preview phase and if it’s found to be stable, 182 00:12:09.522 --> 00:12:13.297 it’s officially released without the Preview label 183 00:12:13.543 --> 00:12:15.612 There, 184 00:12:16.881 --> 00:12:20.387 if Unity 6 weren’t a preview version and had been officially released, 185 00:12:20.387 --> 00:12:25.229 it would be available simply as Unity 6 186 00:12:25.500 --> 00:12:28.060 Eventually, bugs may arise 187 00:12:28.060 --> 00:12:29.540 As bugs are found 188 00:12:29.540 --> 00:12:31.579 and then fixed, 189 00:12:31.579 --> 00:12:33.940 the version will continue to evolve 190 00:12:33.940 --> 00:12:36.180 as time passes 191 00:12:36.180 --> 00:12:37.788 Eventually, it will reach a point 192 00:12:37.788 --> 00:12:42.579 where there are no issues remaining in development, 193 00:12:42.579 --> 00:12:45.540 and Unity will consider that version stable 194 00:12:45.540 --> 00:12:48.144 At that point, Unity will label it with LTS 195 00:12:48.144 --> 00:12:52.500 to indicate that it’s ready for long-term support, 196 00:12:52.500 --> 00:12:54.739 saying, this version is stabilized, 197 00:12:54.739 --> 00:12:57.245 and if you create projects with this version, 198 00:12:57.699 --> 00:13:02.500 it will be highly stable 199 00:13:02.500 --> 00:13:07.245 So this is the LTS version Unity releases 200 00:13:07.460 --> 00:13:09.283 There are three types of versions 201 00:13:10.780 --> 00:13:13.819 For our learning purposes, we will use the LTS version, 202 00:13:13.819 --> 00:13:17.433 the stable version 203 00:13:17.699 --> 00:13:22.540 However, even in the stable version, there might still be bugs 204 00:13:22.540 --> 00:13:25.059 Bug fixes will continue to happen 205 00:13:25.059 --> 00:13:27.580 For example, in the second part of the version, 206 00:13:27.580 --> 00:13:32.900 2022.3, this can change significantly 207 00:13:32.900 --> 00:13:35.739 when we are progressing 208 00:13:35.739 --> 00:13:39.804 with projects or in our learning 209 00:13:41.140 --> 00:13:43.780 The first numbers may change, 210 00:13:43.780 --> 00:13:46.260 and some features may be unavailable or the interface may change 211 00:13:46.260 --> 00:13:49.900 However, the version number after the decimal, like 50f1, 212 00:13:49.900 --> 00:13:53.299 will gradually get fixed with updates 213 00:13:53.299 --> 00:13:54.282 So, as these bug fixes are applied, 214 00:13:54.282 --> 00:13:58.075 the version number might change, 215 00:13:58.075 --> 00:14:03.104 going from 40, 41, 49, and 50 216 00:14:03.299 --> 00:14:06.979 So, until I prepared this video, 217 00:14:06.979 --> 00:14:09.361 I was using version 3.49, 218 00:14:09.780 --> 00:14:13.540 but just recently, it was updated to version 50 219 00:14:13.540 --> 00:14:17.460 Therefore, for the first two digits in the version, 220 00:14:17.460 --> 00:14:18.979 you don’t need to worry about them at all 221 00:14:18.979 --> 00:14:22.351 It won’t cause any problems with your learning 222 00:14:26.780 --> 00:14:29.860 So, for the version 2022.3, 223 00:14:29.860 --> 00:14:35.459 the numbers up to 3, no matter what version you use, won’t be a big issue 224 00:14:35.459 --> 00:14:39.979 Whether it’s 49, 50, or even 51 later on, 225 00:14:39.979 --> 00:14:43.312 it won’t affect your learning 226 00:14:43.899 --> 00:14:51.439 So, I will install the LTS version, 3.50f1 227 00:14:55.899 --> 00:14:58.043 Now, I’ll click the Install button 228 00:14:58.979 --> 00:15:02.179 When you do, several options will appear, 229 00:15:02.179 --> 00:15:05.189 asking what you would like to install 230 00:15:05.860 --> 00:15:07.990 The first option is the Development Tools, 231 00:15:07.990 --> 00:15:15.699 specifically Visual Studio Community 2021 232 00:15:15.699 --> 00:15:18.683 This is checked by default, meaning it will be installed 233 00:15:19.388 --> 00:15:23.179 This Visual Studio option is needed 234 00:15:23.179 --> 00:15:27.860 because when you create functions using the Unity engine, 235 00:15:27.860 --> 00:15:30.140 you’ll write code 236 00:15:30.140 --> 00:15:32.634 using the C# programming language 237 00:15:32.740 --> 00:15:37.259 Visual Studio is the program used to write that code, 238 00:15:37.259 --> 00:15:42.149 and it will be installed when you install Unity 239 00:15:42.660 --> 00:15:45.696 If you don’t have Visual Studio, make sure to check this option 240 00:15:45.940 --> 00:15:47.979 Next is the Platform section 241 00:15:47.979 --> 00:15:52.059 Here, you can choose 242 00:15:52.059 --> 00:15:53.429 if you want 243 00:15:53.429 --> 00:15:56.603 to create applications 244 00:15:56.603 --> 00:16:01.083 that run on Android or iOS, 245 00:16:01.500 --> 00:16:03.580 things like these 246 00:16:03.580 --> 00:16:08.459 You can select the platform depending 247 00:16:08.459 --> 00:16:10.805 on the project you’re working on 248 00:16:11.100 --> 00:16:13.179 If this box is not checked, 249 00:16:13.179 --> 00:16:19.059 it will assume you’re creating applications for PC 250 00:16:19.059 --> 00:16:21.660 You can add these platforms later, 251 00:16:21.660 --> 00:16:24.793 so I will proceed without checking them for now 252 00:16:25.059 --> 00:16:30.220 I’m going to cancel the Visual Studio installation 253 00:16:30.220 --> 00:16:33.538 since it’s already installed on my system, 254 00:16:34.579 --> 00:16:37.260 and I will install the Unity engine instead 255 00:16:37.260 --> 00:16:38.839 I'll Install 256 00:16:42.540 --> 00:16:45.940 The download will begin, 257 00:16:45.940 --> 00:16:49.619 and you will see a progress bar at the bottom of the launcher, 258 00:16:49.619 --> 00:16:52.660 showing the download status 259 00:16:52.660 --> 00:16:56.859 Once the progress bar is full, the installation will be complete 260 00:16:56.859 --> 00:16:58.069 This might take a while 261 00:17:01.424 --> 00:17:03.660 It is complete now 262 00:17:03.660 --> 00:17:04.636 It took a while 263 00:17:04.940 --> 00:17:08.836 Once the editor installation is complete, you’ll see a box on the right side 264 00:17:08.846 --> 00:17:12.940 of the Install section indicating the installation is finished 265 00:17:12.940 --> 00:17:16.107 Now, you can start using the Unity engine to work on your projects 266 00:17:16.899 --> 00:17:20.019 Let’s create our first project. 267 00:17:20.019 --> 00:17:24.451 If you click the Project category on the left, 268 00:17:24.899 --> 00:17:27.500 you’ll see an empty screen on the right 269 00:17:27.500 --> 00:17:28.799 Right now, there’s nothing there, 270 00:17:28.799 --> 00:17:31.899 but as you continue learning 271 00:17:31.899 --> 00:17:33.780 and create projects, 272 00:17:33.780 --> 00:17:36.330 you’ll see a list of them appear here 273 00:17:36.619 --> 00:17:40.420 Currently, my language is set to English, 274 00:17:40.420 --> 00:17:43.420 but when you first install it, it might be in Korean 275 00:17:43.420 --> 00:17:47.339 In that case, you can change it 276 00:17:47.339 --> 00:17:50.940 by clicking the Preferences button at the top of the launcher 277 00:17:50.940 --> 00:17:53.619 here, you’ll find the Appearance option, 278 00:17:53.619 --> 00:17:54.921 ans here, 279 00:17:55.369 --> 00:17:57.780 it says English now 280 00:17:57.780 --> 00:17:59.820 If your is Korean, 281 00:17:59.820 --> 00:18:01.875 it will say so, Korean 282 00:18:02.100 --> 00:18:05.997 I prefer English, so I'll keep it 283 00:18:06.739 --> 00:18:09.641 That's where you can set the langauge 284 00:18:09.940 --> 00:18:15.945 And speaking of preferences, there is a section for licenses 285 00:18:16.220 --> 00:18:23.485 In my case, I currently have the Personal license registered 286 00:18:24.380 --> 00:18:28.820 If you don’t have a license registered, 287 00:18:28.820 --> 00:18:34.288 it’s a good idea to get a free license by clicking Add 288 00:18:34.739 --> 00:18:37.260 If you encounter issues where the project 289 00:18:37.260 --> 00:18:41.059 doesn’t open or there are problems with the license, 290 00:18:41.059 --> 00:18:43.619 you can go to the “Preferences” section 291 00:18:43.619 --> 00:18:47.139 and click the Add button under the License section 292 00:18:47.139 --> 00:18:48.786 to obtain your license 293 00:18:48.899 --> 00:18:52.597 Now, let’s get started by creating a project 294 00:18:52.940 --> 00:18:55.619 Click on the Project category on the left, 295 00:18:55.619 --> 00:18:58.456 and then click New Project on the right 296 00:19:00.100 --> 00:19:02.579 When you click the Create Project button, 297 00:19:02.579 --> 00:19:03.500 the screen will change 298 00:19:03.500 --> 00:19:05.198 The launcher screen will update 299 00:19:05.420 --> 00:19:11.220 At the top, there will be a button 300 00:19:11.220 --> 00:19:14.019 allowing you to choose the engine version for the project you want to create 301 00:19:14.019 --> 00:19:17.139 If you’ve installed another version of the engine, 302 00:19:17.139 --> 00:19:19.668 you can select the version you want here 303 00:19:19.940 --> 00:19:23.980 Since I’ve installed version 2022.3.50, 304 00:19:23.980 --> 00:19:27.405 this version is automatically selected for me 305 00:19:28.687 --> 00:19:30.980 Now, in the center, 306 00:19:30.980 --> 00:19:34.100 you’ll see several options to configure 307 00:19:34.100 --> 00:19:38.899 One of them is the 3D Built-in Render Pipeline, 308 00:19:38.899 --> 00:19:41.299 which is currently selected 309 00:19:41.299 --> 00:19:42.378 It's currently selected 310 00:19:44.100 --> 00:19:47.540 The key options to pay attention to are the Universal 3D 311 00:19:47.540 --> 00:19:50.339 and High Definition 3D pipelines 312 00:19:50.339 --> 00:19:52.934 These are the three options you should focus on 313 00:19:53.380 --> 00:19:56.139 If you’ve seen tutorials on YouTube or elsewhere, 314 00:19:56.139 --> 00:19:59.339 you may have heard terms 315 00:19:59.339 --> 00:20:01.657 like URP, HDRP, or Built-in Pipeline 316 00:20:01.980 --> 00:20:03.980 What these refer to 317 00:20:03.980 --> 00:20:08.820 is how 3D objects in the graphics space 318 00:20:08.820 --> 00:20:12.820 are rendered onto the screen 319 00:20:12.820 --> 00:20:16.677 These three methods are the primary options 320 00:20:17.059 --> 00:20:18.901 The 3D option is the traditional method, 321 00:20:19.139 --> 00:20:23.424 the one used in the standard Unity engine 322 00:20:23.424 --> 00:20:25.139 for displaying 3D objects 323 00:20:25.139 --> 00:20:26.820 The Universal 3D Pipeline or URP 324 00:20:26.820 --> 00:20:30.139 is a more advanced method 325 00:20:30.139 --> 00:20:32.660 than the Built-in Pipeline, 326 00:20:32.660 --> 00:20:36.339 providing better graphic quality 327 00:20:36.339 --> 00:20:38.931 due to an improved calculation method 328 00:20:39.500 --> 00:20:41.459 The High Definition 3D pipeline 329 00:20:41.459 --> 00:20:47.139 offers even higher-quality graphics than URP 330 00:20:47.139 --> 00:20:50.757 It’s a calculation method that provides the best graphical quality, 331 00:20:50.939 --> 00:20:52.819 suitable for projects 332 00:20:52.819 --> 00:20:54.780 requiring high-end hardware, 333 00:20:54.780 --> 00:20:57.620 better graphics cards, 334 00:20:57.620 --> 00:21:00.740 and cinema-quality visuals 335 00:21:00.740 --> 00:21:03.914 High Definition 3D is suitable for these 336 00:21:05.339 --> 00:21:08.100 So, if we look at the three major types, 337 00:21:08.100 --> 00:21:09.980 we can divide them into three categories 338 00:21:09.980 --> 00:21:12.268 Since this is for learning, 339 00:21:12.939 --> 00:21:15.939 we’ll select the 3D Built-in Render Pipeline, 340 00:21:15.939 --> 00:21:21.019 which is the traditional method 341 00:21:21.019 --> 00:21:25.161 for rendering 3D objects in Unity 342 00:21:26.060 --> 00:21:29.583 With the Built-in Render Pipeline 3D selected, on the right side, 343 00:21:30.778 --> 00:21:34.060 you can choose the project name 344 00:21:34.060 --> 00:21:38.955 and the installation path for the project 345 00:21:39.180 --> 00:21:42.100 For the name, I’ll just keep it as My Project, 346 00:21:42.100 --> 00:21:48.339 and for the location, I created a folder called Unity Projects on the C drive 347 00:21:48.339 --> 00:21:50.499 and saved the path there 348 00:21:50.499 --> 00:21:54.112 If you click the folder button on the right, you can specify the path 349 00:21:54.499 --> 00:21:57.540 Below that, there’s the option to Connect to Unity Cloud, 350 00:21:57.540 --> 00:22:01.379 which would allow you to use Unity Cloud, 351 00:22:01.379 --> 00:22:05.180 but this isn’t necessary, so I’ll uncheck it 352 00:22:05.180 --> 00:22:08.780 Now, click Create Project at the bottom to create the project 353 00:22:08.780 --> 00:22:11.708 As of the time of editing this recording, 354 00:22:16.151 --> 00:22:23.151 Unity 6 has been officially released as an LTS version 355 00:22:23.151 --> 00:22:27.011 However, when creating a project with Unity 6, 356 00:22:27.012 --> 00:22:31.274 the URP version is selected by default, 357 00:22:31.274 --> 00:22:37.703 and if you want to use the older Built-in 3D Core version, you will need to install the corresponding template separately 358 00:22:38.391 --> 00:22:41.831 Until the 2022 LTS version, the situation was the opposite 359 00:22:41.831 --> 00:22:44.831 The Built-in 3D Core version was the default, 360 00:22:44.831 --> 00:22:49.805 and if you wanted to use the URP version, you had to install the template separately 361 00:22:50.831 --> 00:22:55.046 Now, let’s briefly look at how to install the template 362 00:22:56.511 --> 00:22:59.590 First, choose your project, 363 00:22:59.590 --> 00:23:01.991 then select New Project to create it 364 00:23:01.991 --> 00:23:02.711 When you click this, 365 00:23:06.560 --> 00:23:11.464 If we look at the current version, 2022.3 is selected, 366 00:23:11.465 --> 00:23:17.459 but if the editor version is changed to version 6, 367 00:23:17.459 --> 00:23:19.862 the default installed version will change 368 00:23:19.863 --> 00:23:23.687 to the Universal 3D Core version 369 00:23:23.879 --> 00:23:25.132 This is the URP version 370 00:23:25.133 --> 00:23:28.224 If you look at the detailed information on the right, 371 00:23:28.225 --> 00:23:31.014 it specifies that it’s the Universal Pipeline URP version 372 00:23:31.560 --> 00:23:34.009 So, we can see that the URP version is selected by default 373 00:23:34.468 --> 00:23:36.663 If you scroll down, 374 00:23:37.743 --> 00:23:41.631 you’ll see the 3D Built-in Render Pipeline Core option 375 00:23:41.632 --> 00:23:44.408 located at the bottom 376 00:23:45.023 --> 00:23:48.398 To use this 3D Built-in Render Pipeline Core template 377 00:23:48.398 --> 00:23:52.518 for your project, 378 00:23:52.518 --> 00:23:58.800 select it and then click Download Template on the right 379 00:24:00.588 --> 00:24:03.104 This should only take a moment 380 00:24:04.034 --> 00:24:06.857 When the cloud icon disappears, 381 00:24:08.103 --> 00:24:11.343 that means the download is complete 382 00:24:11.344 --> 00:24:13.334 After downloading, 383 00:24:13.335 --> 00:24:15.723 you can proceed by selecting the Create Project button 384 00:24:15.723 --> 00:24:19.907 to create the project using the Built-in version 385 00:24:21.663 --> 00:24:23.351 From now on, the steps will be the same 386 00:24:23.762 --> 00:24:27.971 So, for the upcoming videos, we will be using version 2022.3.50 387 00:24:27.972 --> 00:24:31.192 or 4.9 for learning 388 00:24:31.542 --> 00:24:34.136 However, if you have experience with Unity 389 00:24:34.137 --> 00:24:38.959 and are comfortable with it, 390 00:24:38.960 --> 00:24:40.433 you can use version 6 to learn and experiment 391 00:24:40.434 --> 00:24:42.671 Just be mindful of the version difference, 392 00:24:42.671 --> 00:24:47.044 and you’ll be able to follow along with the rest of the tutorials 393 00:24:47.213 --> 00:24:51.436 Unity’s Interface and Object Handling 394 00:24:51.558 --> 00:24:54.718 It took some time to create the project, 395 00:24:54.718 --> 00:24:57.945 but once it’s created, this window will appear, 396 00:24:58.398 --> 00:25:02.558 and we’ll continue working on the project in this editor 397 00:25:03.158 --> 00:25:05.798 Let's look at it one by one 398 00:25:05.798 --> 00:25:08.532 Let’s take a look at the interface 399 00:25:08.958 --> 00:25:12.533 On the top left, we have the Hierarchy panel, 400 00:25:12.534 --> 00:25:14.951 in the center, the Scene panel, 401 00:25:15.038 --> 00:25:17.057 and on the right, the Inspector panel 402 00:25:17.057 --> 00:25:20.340 At the bottom, you’ll find the Project panel 403 00:25:20.677 --> 00:25:27.717 You can adjust the area of each panel by placing the mouse cursor in the middle, 404 00:25:27.717 --> 00:25:28.753 just like this 405 00:25:29.077 --> 00:25:36.377 These panels can also be dragged by clicking on the tabs above, 406 00:25:36.377 --> 00:25:38.678 and you can attach them to the side 407 00:25:38.678 --> 00:25:42.358 or float them freely in the center 408 00:25:42.358 --> 00:25:43.397 Let’s try floating the panel 409 00:25:43.397 --> 00:25:45.397 Once you’re done, you can drag them back and forth, 410 00:25:45.397 --> 00:25:48.886 making the workspace flexible 411 00:25:49.173 --> 00:25:50.373 The default layout 412 00:25:50.374 --> 00:25:55.958 It may not be the most convenient for us during project work or learning, 413 00:25:55.958 --> 00:25:59.722 so let’s change it to a more comfortable layout 414 00:26:00.118 --> 00:26:06.198 At the top, there’s a Default option 415 00:26:06.357 --> 00:26:07.665 Click on it, 416 00:26:08.278 --> 00:26:14.072 and then click on the Tall option below 417 00:26:15.278 --> 00:26:20.246 You can see that the layout has been reorganized like this 418 00:26:20.757 --> 00:26:23.891 To return to the default layout, simply change it back to Default, 419 00:26:24.238 --> 00:26:26.077 and it will return to its original state 420 00:26:26.077 --> 00:26:28.298 Let me switch it back to Tall 421 00:26:29.484 --> 00:26:30.949 Also, 422 00:26:30.950 --> 00:26:34.509 if you look at the top, 423 00:26:35.306 --> 00:26:39.278 you can see that the Game and Scene panels are overlapping 424 00:26:39.278 --> 00:26:45.518 It’s a bit inconvenient, so I’ll drag the Game view to the bottom 425 00:26:47.180 --> 00:26:49.103 to make it more comfortable 426 00:26:50.680 --> 00:26:52.415 Let’s take a closer look at the interface 427 00:26:53.060 --> 00:26:54.259 On the left, there is the Scene view, 428 00:26:54.795 --> 00:26:55.795 here you can see the workspace 429 00:26:56.160 --> 00:27:01.200 This space is where we do most of our work 430 00:27:01.200 --> 00:27:06.040 In Unity, the objects we work with are called Game Objects 431 00:27:06.040 --> 00:27:10.190 This is the space where we place those game objects 432 00:27:11.780 --> 00:27:15.940 On the right, there is the Hierarchy panel 433 00:27:15.960 --> 00:27:21.439 This panel shows a list of all the game objects in the scene 434 00:27:21.439 --> 00:27:25.900 Right now, you can see the name of the scene, Sample Scene, 435 00:27:25.900 --> 00:27:28.516 and if you click the arrow next to it, 436 00:27:28.516 --> 00:27:32.313 you can see the game objects inside the scene 437 00:27:32.313 --> 00:27:34.380 For example, there is a Main Camera game object 438 00:27:34.380 --> 00:27:37.920 and a Directional Light game object 439 00:27:37.920 --> 00:27:40.482 listed there like this 440 00:27:40.860 --> 00:27:42.574 When you select one of these, 441 00:27:42.574 --> 00:27:46.833 it will highlight the selected game object in the Scene view, 442 00:27:47.680 --> 00:27:49.630 showing you its location 443 00:27:50.560 --> 00:27:54.540 On the right, you’ll see the Inspector panel 444 00:27:55.200 --> 00:27:57.840 As you can see, when you select a game object, 445 00:27:57.840 --> 00:28:01.719 the content in the Inspector panel changes accordingly 446 00:28:01.719 --> 00:28:06.039 The Inspector panel is where you can adjust 447 00:28:06.039 --> 00:28:08.961 the settings of the selected game object 448 00:28:10.394 --> 00:28:11.675 Let's go down 449 00:28:11.676 --> 00:28:13.549 and we see Project 450 00:28:13.550 --> 00:28:18.756 Think of the Project panel as similar to Windows Explorer 451 00:28:19.219 --> 00:28:21.396 It shows all the files related to your project 452 00:28:21.899 --> 00:28:24.062 The items at the top are the Game Objects 453 00:28:24.063 --> 00:28:26.555 These are the game objects in the scene 454 00:28:26.780 --> 00:28:30.460 The game objects exist in memory, 455 00:28:30.460 --> 00:28:32.014 but you can think of them as virtual objects 456 00:28:32.014 --> 00:28:35.033 They don’t actually exist in physical space 457 00:28:35.340 --> 00:28:39.249 So these copies are called instances 458 00:28:40.280 --> 00:28:45.640 The Hierarchy panel shows virtual objects that exist in memory, 459 00:28:45.640 --> 00:28:48.141 whereas the Project panel 460 00:28:48.141 --> 00:28:53.188 deals with actual files stored on your hard drive or SSD 461 00:28:53.188 --> 00:28:57.320 These files are the physical assets used in the project 462 00:28:57.320 --> 00:29:00.760 In Unity, we refer 463 00:29:00.760 --> 00:29:03.960 to these as Assets 464 00:29:03.960 --> 00:29:04.643 Assets 465 00:29:04.643 --> 00:29:08.032 So we see Assets here 466 00:29:08.279 --> 00:29:14.980 In the Project panel, you can organize these assets into folders, 467 00:29:14.980 --> 00:29:18.587 and this space is where you manage your assets 468 00:29:19.540 --> 00:29:21.237 In the Game view, 469 00:29:21.579 --> 00:29:27.299 you see how the scene and the objects you’ve arranged in the Scene view 470 00:29:27.299 --> 00:29:34.236 or the settings you’ve adjusted in the Hierarchy 471 00:29:34.236 --> 00:29:36.631 and Inspector panels are displayed when played 472 00:29:36.631 --> 00:29:42.359 The Game view shows the result of 473 00:29:42.359 --> 00:29:46.992 what a player would see once the content is running 474 00:29:48.279 --> 00:29:52.120 Currently, this screen displays 475 00:29:52.120 --> 00:29:55.837 what the Main Camera is capturing in the scene 476 00:29:58.719 --> 00:30:01.750 That's what we have there 477 00:30:01.939 --> 00:30:06.977 Now, let’s get familiar with the Unity engine 478 00:30:08.380 --> 00:30:11.859 by starting with a simple box 479 00:30:11.859 --> 00:30:14.304 Unity provides various 480 00:30:14.305 --> 00:30:16.188 primitive shapes 481 00:30:16.188 --> 00:30:19.380 In the Hierarchy panel, there’s a plus button 482 00:30:19.380 --> 00:30:21.163 Click this button 483 00:30:21.164 --> 00:30:25.252 and select Cube from the 3D Objects options 484 00:30:25.980 --> 00:30:29.726 A cube game object will appear in the scene 485 00:30:30.859 --> 00:30:32.079 You can name it by selecting the Cube name, 486 00:30:32.079 --> 00:30:37.087 and I’ll confirm the name here 487 00:30:37.680 --> 00:30:42.566 Once the cube game object appears in the Scene view, 488 00:30:42.566 --> 00:30:46.353 you’ll see a white box 489 00:30:46.760 --> 00:30:52.480 Since the Main Camera is focused on it, 490 00:30:52.480 --> 00:30:54.472 you’ll see 491 00:30:55.760 --> 00:30:59.577 the same white box in the Game view as well 492 00:31:00.939 --> 00:31:06.729 Let’s learn how to manipulate the Scene view using this cube 493 00:31:08.020 --> 00:31:09.102 First, 494 00:31:09.749 --> 00:31:13.789 let’s navigate the Scene view 495 00:31:14.139 --> 00:31:18.620 Click the left mouse button to select the game object 496 00:31:18.620 --> 00:31:19.688 Select 497 00:31:19.689 --> 00:31:22.407 If you click outside the boundaries, the selection will be canceled 498 00:31:23.319 --> 00:31:28.186 By clicking the right mouse button, an eye icon will appear, 499 00:31:28.541 --> 00:31:32.680 and by dragging the mouse while holding the right button, 500 00:31:32.680 --> 00:31:37.000 you can rotate the view as if turning your head 501 00:31:37.000 --> 00:31:39.146 Hold the right mouse button and move the mouse 502 00:31:39.840 --> 00:31:43.799 While holding the right mouse button, 503 00:31:43.799 --> 00:31:47.003 you can also use the A, S, D, W keys to move the camera 504 00:31:47.373 --> 00:31:49.728 A for left, 505 00:31:49.728 --> 00:31:51.702 D for right, 506 00:31:51.703 --> 00:31:53.798 W for forward, 507 00:31:53.800 --> 00:31:57.001 and S for backward 508 00:31:57.539 --> 00:31:59.700 You can move it around 509 00:32:01.979 --> 00:32:04.539 Turning the middle mouse wheel 510 00:32:04.539 --> 00:32:08.658 up zooms in, and turning it down zooms out 511 00:32:08.979 --> 00:32:10.500 You can click the middle mouse button 512 00:32:10.500 --> 00:32:14.099 to switch to the hand icon, 513 00:32:14.099 --> 00:32:16.539 allowing you to drag and adjust the view 514 00:32:16.539 --> 00:32:18.748 If you lose track of an object 515 00:32:18.748 --> 00:32:21.520 while in hand mode, 516 00:32:21.520 --> 00:32:25.359 to find that object, 517 00:32:25.359 --> 00:32:27.869 there is an easy way 518 00:32:28.280 --> 00:32:31.440 You can find it easily by double-clicking 519 00:32:31.440 --> 00:32:34.543 the cube in the Hierarchy 520 00:32:35.120 --> 00:32:37.973 Now we have a cube game object 521 00:32:40.280 --> 00:32:42.378 Now, let’s move the cube 522 00:32:42.960 --> 00:32:46.693 There’s an arrow button in the Scene view, 523 00:32:47.180 --> 00:32:48.487 This is activated by the arrow button 524 00:32:49.444 --> 00:32:54.865 on the left side of the Scene view 525 00:32:54.865 --> 00:33:00.379 Since the Move tool is selected, you can see the arrow icons appear 526 00:33:00.379 --> 00:33:03.180 With this arrow icon, 527 00:33:03.180 --> 00:33:06.500 if you hover over the red arrow and drag it, 528 00:33:06.500 --> 00:33:09.940 you can move the object along the red axis 529 00:33:09.940 --> 00:33:13.058 The red arrow becomes thicker as you hover over it 530 00:33:13.400 --> 00:33:20.185 Similarly, the blue and green arrows can be used 531 00:33:20.720 --> 00:33:22.560 to move the object 532 00:33:22.560 --> 00:33:25.879 along the blue 533 00:33:25.879 --> 00:33:30.004 and green axes respectively 534 00:33:30.359 --> 00:33:32.879 You can also click the square in the middle, 535 00:33:32.879 --> 00:33:34.421 clicking the green square 536 00:33:35.479 --> 00:33:37.240 over here 537 00:33:37.240 --> 00:33:42.364 moves it with the red and blue arrow, without the green 538 00:33:43.060 --> 00:33:46.005 So it's only one side 539 00:33:46.419 --> 00:33:49.060 It moves the object along the Y and Z axes 540 00:33:49.060 --> 00:33:52.715 while excluding the red axis 541 00:33:55.020 --> 00:33:58.209 And under there, 542 00:33:58.209 --> 00:34:00.174 we have Rotate tool 543 00:34:00.299 --> 00:34:03.299 This tool allows you to rotate the object 544 00:34:03.299 --> 00:34:06.299 You can rotate the object along the red, green, or blue axes 545 00:34:06.319 --> 00:34:08.422 by dragging the respective color-coded rings 546 00:34:10.400 --> 00:34:12.160 Let's bring it back 547 00:34:12.160 --> 00:34:13.639 by using Ctrl Z 548 00:34:13.639 --> 00:34:15.526 Ctrl Z, Ctrl Z, Ctrl Z 549 00:34:16.799 --> 00:34:17.653 And four, 550 00:34:17.653 --> 00:34:21.390 Scale can resize 551 00:34:21.599 --> 00:34:26.955 If you select the red cube and stretch it, 552 00:34:26.955 --> 00:34:29.240 it will elongate along the red axis 553 00:34:29.240 --> 00:34:33.659 Similarly, if you select the blue arrow and stretch it, 554 00:34:34.400 --> 00:34:35.319 it will elongate along the blue axis 555 00:34:35.340 --> 00:34:39.259 If you select the green arrow and stretch it, 556 00:34:39.259 --> 00:34:42.040 it will elongate along the green axis 557 00:34:42.040 --> 00:34:44.638 If you select the white square in the center, 558 00:34:44.638 --> 00:34:47.512 the cube will stretch uniformly along all three axes 559 00:34:51.473 --> 00:34:53.556 Next is the Rect tool, 560 00:34:53.557 --> 00:34:55.426 which generates a gizmo 561 00:34:55.426 --> 00:34:57.419 It's this tool right here 562 00:34:57.419 --> 00:35:01.581 This tool allows you to grab the outer edges of an object and move it 563 00:35:01.840 --> 00:35:04.537 However, this tool is primarily used 564 00:35:04.538 --> 00:35:06.559 for adjusting 565 00:35:06.561 --> 00:35:10.960 2D objects or 2D sprites, not 3D objects 566 00:35:10.960 --> 00:35:12.879 It’s not commonly used for 3D objects 567 00:35:12.879 --> 00:35:16.799 but is more useful in UI or 2D projects 568 00:35:16.799 --> 00:35:19.400 That's what this tool does 569 00:35:19.400 --> 00:35:21.040 Now, let’s look at a button 570 00:35:21.040 --> 00:35:23.174 This is like a combination 571 00:35:23.175 --> 00:35:26.551 of the Move, Rotate, and Scale tools, 572 00:35:26.551 --> 00:35:28.721 which we have seen before 573 00:35:29.420 --> 00:35:33.780 So these three are the commonly used tools 574 00:35:35.179 --> 00:35:39.939 Instead of clicking each one individually, 575 00:35:39.939 --> 00:35:43.193 Unity provides keyboard shortcuts for these tools 576 00:35:43.499 --> 00:35:46.660 Pressing the W key activates the Move tool, 577 00:35:46.660 --> 00:35:51.139 the E key activates the Rotate tool, 578 00:35:51.139 --> 00:35:54.900 and the R key activates the Scale tool 579 00:35:54.900 --> 00:35:57.912 They switch like this 580 00:35:58.300 --> 00:36:01.918 You can easily switch between these tools using W, E, and R 581 00:36:04.732 --> 00:36:08.119 Let’s use this box to create a simple chair 582 00:36:08.119 --> 00:36:09.995 and become more familiar with Unity 583 00:36:11.400 --> 00:36:13.993 First, I will create a new scene 584 00:36:14.439 --> 00:36:19.600 Click on File-New Scene, then select Built-in, 585 00:36:19.600 --> 00:36:22.609 Basic and click Create 586 00:36:23.679 --> 00:36:26.999 When it asks if you want to save the current sample scene, 587 00:36:26.999 --> 00:36:28.189 you can choose not to save it 588 00:36:28.660 --> 00:36:32.348 We will save the new scene we are creating 589 00:36:32.819 --> 00:36:35.020 This new scene is labeled as Untitled, 590 00:36:35.020 --> 00:36:36.220 so we need to save it 591 00:36:36.220 --> 00:36:41.619 Click on File-Save As to save it 592 00:36:41.619 --> 00:36:43.636 When saving, keep in mind 593 00:36:43.939 --> 00:36:50.259 that all assets used in Unity must be located 594 00:36:50.259 --> 00:36:52.220 within the project folder, 595 00:36:52.220 --> 00:36:54.993 the project folder right here, 596 00:36:55.239 --> 00:36:59.960 specifically inside the Assets folder 597 00:36:59.960 --> 00:37:00.867 Meaning, 598 00:37:01.199 --> 00:37:05.220 the project we are working on 599 00:37:08.280 --> 00:37:10.079 is located inside the Unity Project folder, 600 00:37:10.079 --> 00:37:13.199 with a subfolder called MyProject 601 00:37:13.199 --> 00:37:18.530 where the project is stored 602 00:37:19.639 --> 00:37:22.985 Within this, there are various folders, 603 00:37:23.619 --> 00:37:30.866 and the scene file should be inside the Assets folder 604 00:37:31.499 --> 00:37:34.939 The scene we are saving 605 00:37:34.939 --> 00:37:37.618 should be inside the Assets folder 606 00:37:39.259 --> 00:37:39.934 Do not save it outside, 607 00:37:40.264 --> 00:37:42.120 especially not on the desktop 608 00:37:42.120 --> 00:37:43.179 or other locations 609 00:37:43.179 --> 00:37:47.909 outside the project folder, outside MyProject 610 00:37:49.139 --> 00:37:52.282 Now, in the Assets folder, 611 00:37:53.639 --> 00:37:57.199 we have SampleScene, 612 00:37:57.199 --> 00:37:59.639 which was created in the beginning 613 00:37:59.639 --> 00:38:02.480 Let's name this folder with the asset 614 00:38:02.480 --> 00:38:07.273 We will create a new scene and name it ChairScene 615 00:38:08.679 --> 00:38:11.904 Now on Project Window, 616 00:38:11.905 --> 00:38:13.368 in Asset, 617 00:38:13.368 --> 00:38:14.708 in Scene Folder, 618 00:38:14.720 --> 00:38:18.569 we see the ChairScene Asset 619 00:38:19.780 --> 00:38:23.554 This Asset is where this scene is saved in 620 00:38:24.460 --> 00:38:28.980 Let’s create a simple chair by first making a cube 621 00:38:28.980 --> 00:38:31.340 In the Hierarchy panel, 622 00:38:31.340 --> 00:38:33.819 click the Plus button and select 3D Object > Cube 623 00:38:33.819 --> 00:38:35.205 We will keep the default name for the cube 624 00:38:36.860 --> 00:38:40.059 Now, we will flatten the cube 625 00:38:40.059 --> 00:38:42.434 to create the sitting area where someone can sit 626 00:38:43.439 --> 00:38:47.958 Using the Scale Tool, drag the cube along the green axis 627 00:38:47.958 --> 00:38:52.639 to make it flatter 628 00:38:52.639 --> 00:38:56.493 The cube is currently a bit awkwardly placed, 629 00:38:58.639 --> 00:39:02.639 so I want to center it properly in the scene 630 00:39:02.639 --> 00:39:06.036 We want to move it to the exact center of the world 631 00:39:06.920 --> 00:39:07.964 Right in the center 632 00:39:08.480 --> 00:39:09.920 As you can see, 633 00:39:09.920 --> 00:39:11.458 which is pretty self-explanatory, 634 00:39:12.360 --> 00:39:14.420 by using the Move Tool 635 00:39:14.420 --> 00:39:18.020 or Scale Tool, 636 00:39:18.020 --> 00:39:23.336 the values in the Transform section 637 00:39:23.336 --> 00:39:26.871 of the Inspector panel change accordingly 638 00:39:28.153 --> 00:39:29.896 What this means is 639 00:39:30.346 --> 00:39:34.985 that when we use the Move Tool, Rotation Tool, 640 00:39:34.986 --> 00:39:38.160 or Scale Tool, these changes are reflected in the Transform section 641 00:39:38.160 --> 00:39:40.093 For example, in Inspector, 642 00:39:41.087 --> 00:39:45.002 Transform, Position, 643 00:39:45.003 --> 00:39:49.896 when using the Move Tool, the Position values in x, y, and z are adjusted 644 00:39:50.153 --> 00:39:58.264 Using the Rotation Tool changes the Rotation values in the x, y, and z axes 645 00:39:58.833 --> 00:40:05.017 Similarly, when using the Scale Tool, the Scale values will change 646 00:40:05.418 --> 00:40:08.548 This means that, in addition to using the gizmos 647 00:40:08.553 --> 00:40:12.076 W, E, and R to manipulate objects in the scene, 648 00:40:13.134 --> 00:40:19.016 you can also adjust these values directly in the Inspector window 649 00:40:19.393 --> 00:40:24.528 You can click on the Position values and adjust them numerically, 650 00:40:24.529 --> 00:40:26.409 and you can move it like this 651 00:40:27.232 --> 00:40:28.735 allowing for precise movement 652 00:40:28.735 --> 00:40:33.566 So the location m over precisely like this 653 00:40:33.833 --> 00:40:35.573 For instance, 654 00:40:37.057 --> 00:40:40.897 if you click on the z value, it will move the cube along the blue arrow, 655 00:40:41.174 --> 00:40:45.533 if you click on the x value, it moves the cube along the red arrow 656 00:40:45.873 --> 00:40:49.973 and clicking the y value moves it along the green arrow 657 00:40:49.974 --> 00:40:52.146 This means that the red arrow corresponds to the x-axis, 658 00:40:52.633 --> 00:40:53.974 the blue arrow to the z-axis, 659 00:40:54.663 --> 00:40:56.863 and the green arrow to the y-axis 660 00:40:57.384 --> 00:41:01.165 You can also check this through the gizmo at the top, 661 00:41:01.633 --> 00:41:03.234 like a compass 662 00:41:03.658 --> 00:41:07.559 This allows you to see the directions 663 00:41:07.559 --> 00:41:10.698 of the x and z axes in space, 664 00:41:10.698 --> 00:41:12.932 which is also confirmed by the colors 665 00:41:14.873 --> 00:41:18.005 You can use these values to make adjustments 666 00:41:18.005 --> 00:41:21.564 For example, if you want to move the object to the center, 667 00:41:22.471 --> 00:41:24.131 back to point 0, 668 00:41:24.131 --> 00:41:28.653 you can set the x, y, and z values to 0 in the Position section 669 00:41:28.653 --> 00:41:31.873 This will move the object to the origin (0, 0, 0) in space 670 00:41:33.032 --> 00:41:37.413 If you set the Scale to 1, 1, 1, it will return to its original size 671 00:41:39.913 --> 00:41:45.843 In Unity, the position values are measured in units 672 00:41:45.844 --> 00:41:49.104 Moving an object by 1 unit, for instance 673 00:41:49.353 --> 00:41:52.594 If the position value is 1.78 units, 674 00:41:53.467 --> 00:41:57.187 since 1 unit is 1 meter, 675 00:41:57.187 --> 00:41:59.593 this is around 1.5m in reality 676 00:42:00.190 --> 00:42:02.329 The Rotation value refers to the angle 677 00:42:02.330 --> 00:42:06.678 For example, setting the x rotation to 2.79 degrees will rotate the object by that amount 678 00:42:07.552 --> 00:42:09.232 The Scale value can be adjusted by multiplying 679 00:42:11.273 --> 00:42:13.493 If you set the scale to 2, it will double the size, 680 00:42:14.571 --> 00:42:16.811 and if you set it to 3, it will triple the size 681 00:42:17.061 --> 00:42:18.861 Meaning, multiply by 3 682 00:42:20.512 --> 00:42:23.634 For the cube, we flattened it 683 00:42:23.634 --> 00:42:26.773 along the y-axis, which means 684 00:42:26.773 --> 00:42:33.392 we scaled it down by 0.16 along that axis 685 00:42:34.472 --> 00:42:35.603 This means we can 686 00:42:35.933 --> 00:42:40.313 use the gizmos or directly modify the Transform values 687 00:42:40.574 --> 00:42:48.382 in the Inspector to adjust the object precisely Setting the y-axis scale to 0.16 will compress it accordingly 688 00:42:48.382 --> 00:42:52.392 I will make it precise, like 0.2 689 00:42:52.752 --> 00:42:54.232 So, the position value has been moved now 690 00:42:54.233 --> 00:42:55.583 The position value is 0 691 00:42:57.353 --> 00:43:01.132 Since the rotation value has been changed as well, let’s reset it back to 0 692 00:43:02.872 --> 00:43:05.554 Now that we have the seat part, shall we make the backrest? 693 00:43:05.555 --> 00:43:08.614 The backrest can be made by simply 694 00:43:08.615 --> 00:43:10.685 copying this cube and placing it on top 695 00:43:11.633 --> 00:43:14.353 Let’s try duplicating the cube 696 00:43:14.354 --> 00:43:17.608 We can use Ctrl + C, Ctrl + V, 697 00:43:17.993 --> 00:43:20.173 or Ctrl + D, 698 00:43:20.562 --> 00:43:21.468 alphabet D 699 00:43:21.469 --> 00:43:25.119 Ctrl + D to duplicate 700 00:43:25.119 --> 00:43:26.114 By holding Ctrl and pressing D, 701 00:43:26.115 --> 00:43:27.411 the cube gets duplicated 702 00:43:27.580 --> 00:43:30.559 Alternatively, you can right-click and select Duplicate 703 00:43:31.273 --> 00:43:34.472 When you duplicate the cube, it may appear unchanged 704 00:43:34.473 --> 00:43:35.837 because it overlaps with the original one 705 00:43:36.232 --> 00:43:39.032 But if we lift it, you’ll see that it’s indeed duplicated 706 00:43:39.473 --> 00:43:40.473 Now, let’s rotate it 707 00:43:40.585 --> 00:43:42.065 Rotate it like so 708 00:43:42.592 --> 00:43:43.853 Let’s make a slight tilt to the backrest 709 00:43:44.214 --> 00:43:47.730 Like this 710 00:43:48.912 --> 00:43:53.573 Now that the backrest is tilted, 711 00:43:54.433 --> 00:43:56.972 let’s move on and add the legs underneath 712 00:43:57.232 --> 00:43:58.129 Click the Plus button 713 00:43:58.130 --> 00:43:59.354 and choose 3D Object, 714 00:43:59.354 --> 00:44:01.994 then select Cube to create the legs 715 00:44:02.593 --> 00:44:04.172 Place it at the origin 716 00:44:04.173 --> 00:44:05.173 at 0, 0, 0 717 00:44:06.912 --> 00:44:11.152 The leg will be long vertically and small horizontally, 718 00:44:11.392 --> 00:44:13.973 so let’s flatten it a bit 719 00:44:15.473 --> 00:44:19.493 When viewed from above, a square shape is much closer to a leg shape 720 00:44:19.713 --> 00:44:28.512 Now, by reducing it by 0.15 on the x-axis 721 00:44:28.512 --> 00:44:33.453 and 0.15 on the z-axis, 722 00:44:33.453 --> 00:44:38.272 it transforms into a long rectangular leg shape 723 00:44:38.672 --> 00:44:40.634 Now let’s move it down 724 00:44:41.160 --> 00:44:43.760 to a suitable position 725 00:44:45.153 --> 00:44:48.392 It can be tricky to match it precisely, 726 00:44:48.512 --> 00:44:51.913 but Unity has 727 00:44:52.198 --> 00:44:54.298 a feature that helps us align objects, 728 00:44:54.298 --> 00:44:59.313 so that the corners can meet like so 729 00:44:59.873 --> 00:45:03.072 Hold the V key 730 00:45:03.072 --> 00:45:06.512 and hover the mouse over the corner, 731 00:45:06.512 --> 00:45:09.072 then click on the corner of the object 732 00:45:09.072 --> 00:45:11.392 and then where you want to move it 733 00:45:11.392 --> 00:45:12.573 It will automatically snap into place 734 00:45:13.313 --> 00:45:16.233 So do everything while pressing V 735 00:45:17.473 --> 00:45:21.072 So it's all aligning perfectly 736 00:45:21.792 --> 00:45:25.232 Let's duplicate it on the right too 737 00:45:25.632 --> 00:45:29.093 By using Ctrl + D, we duplicate, move, 738 00:45:29.993 --> 00:45:32.313 and use the V key 739 00:45:32.313 --> 00:45:35.493 to snap it into place on the corner, 740 00:45:35.741 --> 00:45:37.201 move it to that corner 741 00:45:37.593 --> 00:45:38.499 It snaps right on 742 00:45:38.647 --> 00:45:39.627 You can let the V key go 743 00:45:40.328 --> 00:45:41.206 Done 744 00:45:42.392 --> 00:45:44.873 Let's move the other legs too 745 00:45:45.753 --> 00:45:46.629 Ctrl D 746 00:45:47.037 --> 00:45:48.037 Move 747 00:45:48.398 --> 00:45:50.418 V to snap 748 00:45:50.853 --> 00:45:51.893 Same thing here 749 00:45:53.433 --> 00:45:54.318 Ctrl D 750 00:45:54.829 --> 00:45:55.690 Move 751 00:45:57.030 --> 00:45:59.409 V to snap it on 752 00:45:59.672 --> 00:46:01.433 And that was easy as that 753 00:46:03.213 --> 00:46:09.093 In this way, a simple chair shape has been created 754 00:46:10.833 --> 00:46:15.192 Now, you’ll be able to handle Unity with more flexibility 755 00:46:16.813 --> 00:46:20.793 Let's summarize what we've learned today 756 00:46:20.793 --> 00:46:22.585 Exploring Unity, Installing Unity Unity engine structure, component set, game objects, game object sets, scenes, scene sets, projects 757 00:46:22.585 --> 00:46:23.546 Unity Production Process Prototyping Implementing with basic shapes without waiting for the final art assets Simultaneous work Verifying 758 00:46:23.546 --> 00:46:25.526 Alpha: Version after completing the appearance verification Beta: Version after completing optimization Install Unity 2022.3.50f1 759 00:46:25.526 --> 00:46:26.866 Unity Interface and Object Handling Scene View: Space for placing game objects Hierarchy: List of game objects in the scene view 760 00:46:26.866 --> 00:46:27.667 Inspector: Managing settings of game objects Project: Asset management Game View: Space for confirming the actual functioning results 761 00:46:27.668 --> 00:46:28.668 Handling Objects Insert basic shapes: Hierarchy + 3D Object Change game objects with Move Tool, Rotate Tool, Scale Tool, Rect Tool 762 00:46:28.669 --> 00:46:30.569 Modify game objects by adjusting the Transform values in the Inspector V to position the gizmo, drag and drop