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[MUSIC]
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Back on Windows, during the installation
process, lots of weird and
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wonderful boxes will have popped
up while Visual Studio loads.
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00:00:12,190 --> 00:00:14,920
And then you should have ended up
with just the last box from Unity,
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where you've probably already clicked
Start Unity or something like that.
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And you'll end up with something like
this, ready to sign into your Unity ID.
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Now If you haven't already done this,
then do sign in to Unity.
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You could consider using a social login,
Google or Facebook.
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I'm actually quite a fan of
social logins these days.
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I think it saves me from having to
create lots of accounts on lots of
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different places.
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I only really then have to trust
Google and/or Facebook, and
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then I don't need to worry
about storing other things.
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That said, I have actually got
a unique email address for Unity.
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So I'm gonna use that and
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put my password in, but you either
create an account or use a social login.
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Entirely up to you,
you only have to do this once.
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You'll then be asked for your license.
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And by the way, the information is
basically exactly the same on the Macs.
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So Mac users, you can follow
the first half of this video.
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So Unity Personal is the edition
we're using for the course.
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We're gonna confirm that we have
earned less than 100,000 in
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the previous financial year.
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Actually, in our particular case,
that's a slight lie.
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But Unity, I think are gonna be pretty
happy with that in our case given how many
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students, how many tens of thousands
of students we bring to them.
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I want to use exactly
the version you're using,
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that's why I'm using Unity Personal
rather than Unity Professional.
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If it all works,
you get to this stage, thank you!
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You may need to go off to your email and
confirm your Unity account.
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That will be quite a usual step.
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But there's nothing strange,
nothing Unity-specific about this.
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I'm not gonna dwell on these details.
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Basically, sign up to Unity and
log in, get the thing started, right?
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So let's start using Unity.
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Now here is your Projects tab.
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It's worth just taking a few moments to
explain what happens when you set up a new
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Unity project.
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So I'm just gonna take you
into my file system and
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show you firstly that
I've prepared a folder.
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I suggest you do the same thing.
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I've got a folder in my
home directory here.
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I've then got repos,
the repositories, Unity 2.
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The core thing is you create
yourself a Unity course folder, or
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complete Unity developer folder,
or something like that.
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And then we're gonna keep each of
the different section's projects in
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those folders.
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This section's called first steps, so
I've got a folder called 1_first_steps.
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Why not 01 or 001?
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Well, it's just unnecessary in
modern file systems, keep it simple.
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Now it's got a couple of files in it,
in my case.
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But in your case,
it can be absolutely empty.
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We'll understand what these files,
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like the gitignore and the readme do
a little bit later probably in the course.
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But for now, you can have an empty folder.
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All right, so given an empty folder,
we're gonna create a new project.
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And we're gonna choose where
to put it really first.
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So we say okay, let's go find this
folder that we just talked about.
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It is here, repos Unity 2 first steps,
that is the folder.
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Now within the folder you choose,
it's gonna create a subfolder, okay?
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So I'm gonna call it My Block Model.
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You can call it that,
you can call it what you like.
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The challenge of this section,
of this video,
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is gonna be to make a little block model.
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Now there are other
options on this screen.
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We have 2D and 3D, it can be changed
later, we're gonna go with 3D.
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You can add asset packages.
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Again, they can be added later,
so don't add any.
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And you can enable or not enable
Unity Analytics, we just don't need it.
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So, as per usual at this stage in
the course, leave everything as default.
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Just use a sensible folder in which
of all your sections will go and
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give the project a name, okay?
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Now let's see what happens on disc
after we allow firewall access.
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What's happening is Unity
is making a project.
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It opens up, but
let's just take a look back at the disc.
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Within the folder that we specified,
we have something called My Block Model.
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That My Block Model is
the Unity project folder.
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And within the Assets folder of that is
where all the stuff we create is gonna go.
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Currently we've created nothing,
so there is nothing in there.
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Okay, we set up a project,
congratulations.
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Now let's take an overview
of the Unity interface.
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Now just in case you've already
got Unity installed, and
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that's great if you have and if you've
been playing around with it really good.
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I encourage that.
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Just so that we're on the same page
go to window, and then layout and
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default please, and that will allow
you to have the same set up as me.
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Now if you're on a Mac,
things are going to be very, very similar.
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Basically, you're going to have a bit
of a difference around the help menu.
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Some of the things you can't find will be
in a Unity menu on the Mac, but basically,
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it's almost exactly the same.
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So the general layout is thus.
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We have on the left-hand side,
a hierarchy, if we're in the default view.
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By going to help,
our window rather layouts and default,
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what we've done is we've specified
how all these tabs lay out.
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Hierarchy, scene, game, asset storing,
inspector, all this stuff.
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That's all part of the default view.
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Now we can move these things around,
we can drag and drop and
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make a mess and basically customize
this work space to how we wish.
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And you're welcome to do this,
and have a fiddle.
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But the point is, and do battle, do make
a mess, do fiddle, do play with things.
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Do allow yourself to break things,
that's how you learn.
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Because we can reset the layout by going
window, Layout default, all right.
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Let's get you back to this
kind of point of safety.
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We'll fiddle with the default once
we understand what things do, right.
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So what do we got.
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Hierarchy and scene are the two things
I wanna bring your attention to first.
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Let's just go to game object,
3D object cube, like this.
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And we're gonna make a game object.
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The whole game comprises these
things called game objects.
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It's a 3-D thing, and it's a cube.
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If you do that, you should end up
in a situation something like this.
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Now, the thing I want you to note is
that everything that is in the scene,
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currently a light, a camera, and a cube.
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And they can be clicked on in the scene.
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Is also reflected in the hierarchy.
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So we have untitled star,
now what is that mean?
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That's the name of our scene.
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A scene is a collection of gameobjects.
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So to have a scene you need a camera,
a light, and
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at least one thing in the world.
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And in this case,
the thing is a gameobject is a cube, okay?
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That is the scene.
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Now it currently says untitled star, why?
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Because we have not saved the scene.
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In fact, if we look in the header bar,
there's another clue.
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Unity, it tells us the edition,
untitled is the name of the scene.
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Then my block model.
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One project, like my block model,
can have multiple scenes.
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We're only going to be dealing
with one scene at the moment.
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But what I wanna do is save the scene.
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So File Save Scenes.
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It's gonna ask us for a name.
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We're gonna call it car for example.
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Okay, so now we have this scene saved.
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We know that because at
the top it says car.unity and
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in this hierarchy on the left,
we have car.
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And if we expand it out, these are all
the things that are in the car scene.
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There's another tab I want to
introduce you to, Project.
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And this talks about all
the assets you have in your game.
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If we look back at the disk, an asset is
something that's written to the disk.
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Forget metafiles for
now, just overlook them.
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But the car is the Unity scene file.
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So this is the first thing
we've actually made.
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We made, we had a Unity two folder, this
is the name of the section first steps.
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My block model is the Unity project,
so this is what's interesting.
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These folders here we can totally ignore
about these library project settings,
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they actually can be safely deleted.
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But don't delete them, but
they could be safely deleted.
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The thing that matters is the asset
folder and we've made an asset.
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Cuz we made a scene,
it couldn't be any simpler.
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It's just a car in the world,
but we've made a scene.
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Okay, so that's the organization.
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A project, my block model, contains one or
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more scenes, like this car scene, or
we could call it a different scene.
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You could click on it and name it.
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We could call it street scene.
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That would be more interesting,
so there you go, I've renamed it.
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Just by clicking on it
in the Projects tab and
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then wait until it goes blue and
rename it.
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So now we have a street scene.
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If I save that to disk with Ctrl + S or
File Save Scenes.
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Look back at the disk you'll see
it's now street scene on the disk.
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Awesome.
So
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all the information about
what we've done here and
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how we've positioned this cube,
that's where it's saved.
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So what I want you to do is now
start playing with the cube.
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You can move this in loads of ways.
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You can grab the red arrow.
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That will move it along what we call
the x-axis, which depending on how your
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camera's rotated, will probably
be in the direction you can see.
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If you're ever not sure where things are,
look at this thing at the top right.
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It orientates you.
If you've got a middle mouse wheel,
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hold it down now,
try moving around, well it does.
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It turns into a hand and moves around.
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If you've got a right mouse button
[INAUDIBLE] if you have, you can do this.
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While the right mouse button is down,
there is a hint on the screen.
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There is a little upside down
triangle looks like a tetra space.
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That's telling you to put
their fingures on WSA and
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[INAUDIBLE] standard control
keys with your left hand.
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And that allows you while you're holding
the right mouse button to move it around.
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Just do this stuff, experiment.
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You can roll the mouse wheel in and out.
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If you're on a Mac and
you haven't got a mouse wheel,
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you can do similar
things on the track pad.
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But frankly, you know what?
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If you're on a Mac, I hate to say it, but
it's probably worth just grabbing yourself
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a standard three button mouse
with a wheel for this course.
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So as soon as you're into the course and
you're thinking yeah, I like it,
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I enjoy it, and consider doing.
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You wanna find other ways of doing things,
you can go to help and
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you look for the keyboard shortcuts.
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Now where is that gonna be?
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It gonna be in the Unity manual and
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you click of to that, it will open
on the web your favorite browser.
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And then in there you'll be able
to find things like keyboard
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shortcuts in a very standard way.
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So just get used to the program
just like you would any other.
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All right, the things that I wanna
specifically focus on are these tools at
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the top here.
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There's five keys,
which [INAUDIBLE] to Q, W, E, R,
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T on your keyboard, okay, Q-W-E-R-T.
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And Q puts you in this mode,
which just moves your view port.
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It doesn't move the camera in the scene.
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We'll talk about the camera and
how that affects at the moment.
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But this scene view is like a kind of God
view that just let's you see what's in
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the scene regardless of
what the player might see.
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It just let's you move around freely.
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So the hand lets you move.
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The next one on the W key
lets you move objects.
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When that's on,
you get this object selection.
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You can move it in specific
axes with the colored arrows.
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Or you can grab the planes,
i.e., the little yellow plane or
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the blue plane, or the red plane.
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00:09:51,330 --> 00:09:54,470
And that lets you move
it in one of two axes.
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00:09:54,480 --> 00:09:56,690
So if you wanna move things horizontally,
you grab that green plane,
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it stays on the floor.
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All right?
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E, now e is interesting,
it lets you rotate.
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You can just kind of click on the thing or
if you want to rotate along a specific
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local access, i.e., relative to the cube,
grab the little circle around it.
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00:10:10,330 --> 00:10:13,010
Now if this doesn't behave how
you see it behaving for me,
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make sure you have local selected up here.
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Global is different that means relative
to the world, to the floor you see there.
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00:10:18,710 --> 00:10:22,400
Local means relative to the cube, let's
just leave it default in local for now.
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So you can rotate and you can also scale.
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Again, green will scale on one axis,
red in another, blue in another.
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All right, and the thing in the middle
will scale in all axes at the same time if
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you drag on it, awesome.
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The last one we're gonna leave,
it's to do with user interface and
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we're gonna forget about it.
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So I have a challenge for you,
I'm gonna delete the cube.
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You click on it in the hierarchy or
in the scene view and
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hit the Delete key, or
right-click and Delete.
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Gonna make a new cube just
to show you how that's done.
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And I'm gonna start suggesting that you
get your hands used to the left-hand side
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here for scaling, etc.
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And that you scale up this cube and
add another one.
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And then when you add the other one,
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what I want you to do is start
thinking about making a car, okay?
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I'm not gonna do anymore right now.
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Experiment using cubes, and cylinders, and
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whatever else you like from
here to make yourself a car.
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So it's challenge time, make and
share your block model.
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You've made a creation.
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So, why am I wording it like this.
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I'm wording it in terms of the outcome.
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That's what I'm trying to do for you here.
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I'm trying to say at the end of this
challenge, you'll have known you
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succeeded because you'll have made
a creation from primitive shapes.
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Your other students can see your work.
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Well, we talked about in the last lecture
how we achieve that using the all various
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communities.
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I suggest you use the community forum for
this one.
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And at least one other student
has your encouragement.
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And that bit's important.
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If you're gonna expect to have the
students to give feedback on your work,
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then please go and find other students
work and give feedback on that.
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Try mark it your self a little bit.
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Try and make it interesting.
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And go ahead and
make something really simple.
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Get into the habit of sharing.
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Get into the habit of actually stopping
and doing these challenges as you go.
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And I'll see you in a second.
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Awesome, nice to have you back.
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So I'm quickly just gonna
put my car together now.
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So I'm gonna scale simply the,
what I'm gonna use as the body.
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It's gonna be a very simple kind of
crossy road style car I'm gonna do here.
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I'm not gonna obsess about this at all
because you're gonna learn nothing
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particularly watching me do this.
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But I'm just gonna show you a few things.
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You can name these game objects.
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You see where I put cube
here at the bottom.
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You could just name that base or
something like that.
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And then we could name this piece
here by double-clicking on it slowly.
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Top and then we can create a new
game object, 3D object cylinder.
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Then I'm going to use a rotate
to pull that cylinder around.
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Now you could set it to perfect rotation,
if you've noticed up in the inspector,
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but I don't want to be
talking about that and
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confusing you guys with
that at the moment.
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These things don't really matter.
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All that matters is it's visually
good enough for the moment.
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All right, there's enough for you to learn
here if you're new to this 3D environment
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without worrying about numbers and
inspectors and all that sort of business.
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Let's just get it looking
visually about right.
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Okay, so here's a hint, once you've got
a wheel, if you then name that wheel.
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So if you really wanna go learn something
else, you can go wheel bracket zero.
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Because if I click on it, and
I've to go edit duplicate or
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I go right-click duplicate or
I go control on the [INAUDIBLE] command D.
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It's gonna name the next wheel, wheel one
if I have started the other one with wheel
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space open brackets zero [INAUDIBLE].
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If I do it specifically like that,
then I'm gonna get a nice naming, and
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I can just drag the second wheel out.
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Pretty cool.
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Now spacing, and naming, and things, very,
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very important when we
get to the coding site.
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So I'm gonna suggest that you do do
this just as an exercise in attention
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to detail, and
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that you do it exactly like this, every
space, every bracket precisely the same.
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It actually doesn't matter
at all here in Unity, but
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when we get to the code side it will.
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So there we go, wheels zero,
one, two, three.
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And why am I counting from zero?
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Well, that's another thing that's
gonna prepare us for coding.
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We normally start coding,or counting
rather at zero when we're inside code.
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Spaces matter, brackets matter,
so start getting used to that.
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So there you go.
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That is your [INAUDIBLE].
Those of you who know something about
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Unity might be asking why I'm not
somehow grouping these things together.
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Hold your horses,
that's for a future video.
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The purpose of this one was literally just
to get you to a block model car like this.
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Yes, there are ways to
color these things in.
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If you really wanna go in and look and
fiddle around, you could find that, but
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I suggest you don't.
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I suggest you keep it as simple as this.
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If you wanna highlight the whole lot and
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kind of drag it upwards,
[LAUGH] that's interesting.
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See if you miss a bit, it gets disjointed,
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00:14:36,090 --> 00:14:39,890
but if you highlight the whole lot and
Ctrl + Z of course, will take you back.
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Haul out the whole lot and
drag it upwards.
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If you want a slightly prettier view,
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you wanna get it up in the sky
before you photograph it.
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You can do that.
Now how are you gonna take a screenshot?
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Well, there are lots of different ways.
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00:14:50,100 --> 00:14:52,460
On a PC, you can simply hit print screen.
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00:14:52,470 --> 00:14:55,380
On a Mac, there's various different
ways of grabbing the screen.
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I suggest Snagit, I will leave a link
in the resources for you to Snagit.
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It ranks it very easy and it's free
to actually take screen captures and
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then you can set up a keyboard
shortcut and use that.
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00:15:07,550 --> 00:15:09,410
And I would use snag it but
you can use print screen and
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you could use grab on the MAC, what ever.
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Get yourself a screen shot being
resourceful, paste it into the community.
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So you can follow a link from the lecture
on the game deck community site
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00:15:18,300 --> 00:15:19,570
as I showed you before.
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And take a bit of time just to
comment on somebody else's creation.
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Some people would have spent hours
on this and done amazing things.
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And I will look forward to
seeing you in the next video.31155
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