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