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These are the user uploaded subtitles that are being translated: 1 00:00:03,120 --> 00:00:07,440 In this video, I'm going to give you a quick introduction to the interface of unity, and we're going 2 00:00:07,440 --> 00:00:11,260 to throw together a fun little vehicle that I like to call a car. 3 00:00:11,260 --> 00:00:15,690 Not that it looks a lot like a car, but is kind of like a car and start the process of understanding 4 00:00:15,690 --> 00:00:19,440 how game objects and components work within unity. 5 00:00:19,800 --> 00:00:20,850 OK, let's get started. 6 00:00:21,210 --> 00:00:24,060 First thing to do is to finish off our installation process. 7 00:00:24,090 --> 00:00:26,400 I've got visual studio code that I've downloaded. 8 00:00:26,400 --> 00:00:31,500 I need to click on that to start the installation process as always, except all the agreements don't 9 00:00:31,500 --> 00:00:34,110 even read them because that's what our school kids do. 10 00:00:34,290 --> 00:00:38,670 Who knows what it is we're signing our life away to just go through the standard process. 11 00:00:38,670 --> 00:00:39,420 Click Yep, yep. 12 00:00:39,420 --> 00:00:40,440 Install, install. 13 00:00:40,440 --> 00:00:42,780 That'll start visual studio code installing. 14 00:00:42,900 --> 00:00:48,090 So we've got it there so that when we start up unity, we know how to point to visual studio code. 15 00:00:48,240 --> 00:00:50,340 You might just want to launch it to make sure it all works. 16 00:00:50,590 --> 00:00:52,010 OK, it looks like it does work. 17 00:00:52,020 --> 00:00:56,220 We'll come back to Visual Studio in a couple of lectures time, but for now we're going to move on and 18 00:00:56,220 --> 00:00:59,370 create ourselves a new project, jump over to a unity hub. 19 00:00:59,370 --> 00:01:01,860 If you don't have that open, then open up unity hub. 20 00:01:01,860 --> 00:01:06,750 You can see here my twenty twenty point one installation has successfully arrived. 21 00:01:06,870 --> 00:01:09,120 I'm going to click on Projects Top right. 22 00:01:09,120 --> 00:01:10,050 You'll see the new button. 23 00:01:10,050 --> 00:01:14,250 If you've got multiple versions of unity, you can click on the little, select the next one and choose 24 00:01:14,250 --> 00:01:17,040 which version you wish to start the project in. 25 00:01:17,040 --> 00:01:20,820 If you've only got one version of unity, then you can just click straight on the new button. 26 00:01:21,000 --> 00:01:22,830 So I'm going to choose twenty twenty point one. 27 00:01:23,010 --> 00:01:28,200 I've got a couple of templates we can select from we're making a quick little 3D project and I will 28 00:01:28,200 --> 00:01:30,660 rename this to be experimenting. 29 00:01:30,660 --> 00:01:31,680 Not something we're going to keep. 30 00:01:31,680 --> 00:01:33,540 We're just playing around in the engine for now. 31 00:01:33,630 --> 00:01:36,150 If you want to change the location, you can click the three dots. 32 00:01:36,150 --> 00:01:38,250 I'm going to jump back to repos. 33 00:01:38,250 --> 00:01:42,090 I'll actually create myself a new folder here, Unity 3D. 34 00:01:42,090 --> 00:01:47,190 I'll call this to reflect the factor in the unity three day course, double click on that and then select 35 00:01:47,190 --> 00:01:53,430 folder that will create my experimenting project within my repos unity 3D folder. 36 00:01:53,880 --> 00:01:56,130 Like I say, you can put it in whatever location you like. 37 00:01:56,130 --> 00:01:58,260 Just make sure you know where it is so you can find it later on. 38 00:01:58,410 --> 00:02:02,340 Click on Create and we're creating our first unity project. 39 00:02:02,610 --> 00:02:04,230 How to speed up through this portion. 40 00:02:04,230 --> 00:02:08,699 Sometimes it takes a little bit of time, particularly on the first time that you create a project. 41 00:02:08,850 --> 00:02:11,930 So be patient and then when it's done will be into unity. 42 00:02:12,120 --> 00:02:14,490 Now, what we see here is the default layout for unity. 43 00:02:14,490 --> 00:02:20,130 If yours doesn't look this way, you can jump up to window and then find layouts and click on default. 44 00:02:20,430 --> 00:02:21,450 That will change it back. 45 00:02:21,450 --> 00:02:23,100 Just maximize the screen again. 46 00:02:23,220 --> 00:02:25,020 That will change it back to the default layout. 47 00:02:25,020 --> 00:02:27,660 Now, there's a few main areas that I want to point out briefly. 48 00:02:27,780 --> 00:02:31,860 We've got on our left hierarchy, that's where all of our game objects will be shown. 49 00:02:31,860 --> 00:02:32,370 At the moment. 50 00:02:32,370 --> 00:02:37,620 We've got samples saying if we open samples, the little arrow select next to it and say we've got two 51 00:02:37,620 --> 00:02:40,820 game objects at the moment, the main camera and the directional light. 52 00:02:40,830 --> 00:02:44,880 Now, when I click on these in the hierarchy, it highlights them within our scene. 53 00:02:44,880 --> 00:02:48,600 You can see this tab just here is seen and we have our camera. 54 00:02:48,600 --> 00:02:52,500 And the other thing you'll notice when we click on each of these is our inspecter changes. 55 00:02:52,500 --> 00:02:57,720 The inspector is the place that gives us all the information about that particular game object, all 56 00:02:57,720 --> 00:03:02,430 the things that we can change and all the components that are on that game object. 57 00:03:02,430 --> 00:03:03,540 So this is a game object. 58 00:03:03,540 --> 00:03:05,520 The camera is a game object. 59 00:03:05,670 --> 00:03:10,470 It lives in our scene, represented in the hierarchy, and it has a number of components. 60 00:03:10,470 --> 00:03:15,060 Each time you see this little arrow that opens and closes, these are the different components. 61 00:03:15,060 --> 00:03:19,680 So if we close them all up so they're nice and tidy, transform camera and audio of this. 62 00:03:19,680 --> 00:03:22,050 Now, I said I was going to close them up, then I open them all up again. 63 00:03:22,080 --> 00:03:25,200 These are the components that make up the game camera. 64 00:03:25,320 --> 00:03:29,100 Now, every game object in our scene will have to transform. 65 00:03:29,100 --> 00:03:31,560 Transform is the position, the rotation and the scale. 66 00:03:31,560 --> 00:03:36,540 Basically, that's where it is in the world, which way it's rotated and how large it's scaled. 67 00:03:36,750 --> 00:03:40,230 If we click on the directional light, you can see that we've got transform once again. 68 00:03:40,230 --> 00:03:45,090 Everything has a transform the position rotation scale and it has a component which is light and light, 69 00:03:45,090 --> 00:03:49,920 has a whole bunch of information on there, for example, intensity, which is how bright our light 70 00:03:49,920 --> 00:03:51,330 is down in the bottom. 71 00:03:51,330 --> 00:03:53,790 You'll see we have the project tab. 72 00:03:53,790 --> 00:03:58,410 You might want to grab the middle the line down the middle and give yourself a little bit more real 73 00:03:58,410 --> 00:03:59,070 estate here. 74 00:03:59,190 --> 00:04:03,990 And if I click on my assets folder, you see I have a scenes folder within that click on scenes, you 75 00:04:03,990 --> 00:04:05,340 see a sample scene. 76 00:04:05,520 --> 00:04:09,360 That's the current scene that we've created the scene or the level or the world. 77 00:04:09,750 --> 00:04:12,240 We've only got one at the moment within our project. 78 00:04:12,240 --> 00:04:15,480 So sample scene up the top left, you'll see experimenting. 79 00:04:15,480 --> 00:04:17,850 That's the name of my project. 80 00:04:17,850 --> 00:04:19,019 I called it experimenting. 81 00:04:19,170 --> 00:04:24,120 Sample scene is the current scene that we're on and then you're seeing a little asterisks down the end 82 00:04:24,120 --> 00:04:25,530 that says it's not yet saved. 83 00:04:25,530 --> 00:04:29,730 If true control s or command -- got to file save click on that. 84 00:04:29,730 --> 00:04:31,200 You'll see the Asterix goes away. 85 00:04:31,380 --> 00:04:35,340 Now my scene has been saved to my hard drive. 86 00:04:35,460 --> 00:04:37,470 If we want to reinforce that, I'm just going to right. 87 00:04:37,470 --> 00:04:41,040 Click and find Sho in Explorer. 88 00:04:41,250 --> 00:04:48,120 When I do that it'll show me that currently within my repos unity three day experiment folders, I have 89 00:04:48,120 --> 00:04:48,990 the asset folder. 90 00:04:48,990 --> 00:04:49,920 There it is there within. 91 00:04:49,920 --> 00:04:51,030 That is the scenes folder. 92 00:04:51,030 --> 00:04:51,720 There it is there. 93 00:04:51,870 --> 00:04:58,200 And within this I have the sample scene that saved to my hard drive as a unity scene file. 94 00:04:58,320 --> 00:05:01,650 And because there's only a camera and a light in it, it's pretty small. 95 00:05:01,890 --> 00:05:02,630 And you'll see that a. 96 00:05:02,900 --> 00:05:08,180 Metter file has been created as well, that's just a file that unity creates to store extra information 97 00:05:08,190 --> 00:05:10,520 that it's not able to store in the same file. 98 00:05:11,030 --> 00:05:15,140 We're not going to do is add another thing to my scene, which make it slightly larger. 99 00:05:15,320 --> 00:05:16,160 So right. 100 00:05:16,160 --> 00:05:20,960 Click in the hierarchy and we can create a 3D object. 101 00:05:21,110 --> 00:05:25,340 Now we've got a few things here by default that we can create a cube, a sphere cylinder, etc.. 102 00:05:25,520 --> 00:05:27,110 I want to start by creating a cube. 103 00:05:27,350 --> 00:05:32,890 When I do that, you'll see that cube appears in my hierarchy and it also appears within my scene. 104 00:05:33,050 --> 00:05:37,010 Now we can have a look at this and zoom around a little bit with your middle mouse button. 105 00:05:37,010 --> 00:05:39,320 You can pan around the world. 106 00:05:39,320 --> 00:05:44,240 If you hold down alt and left mouse button, you can rotate around. 107 00:05:44,450 --> 00:05:48,620 If you hold down just the right mouse button, you can look around from the spot we're in at the moment. 108 00:05:48,800 --> 00:05:50,300 You can mouse wheel in and out. 109 00:05:50,300 --> 00:05:55,270 You can also hold down alt and right mouse button to do a klingner zoom in and out. 110 00:05:55,370 --> 00:05:59,510 One thing that I use a WLOX, I find it really handy is if you're way off here and you're like, oh 111 00:05:59,510 --> 00:06:01,880 goodness me, I've clicked on my cube, where is the cube? 112 00:06:01,880 --> 00:06:06,020 In my saying, if you hit the F key, it will focus on that object. 113 00:06:06,140 --> 00:06:11,270 And then when you hold down alt and left mouse button and move your mouse around, it'll rotate around 114 00:06:11,270 --> 00:06:14,780 that exact object that you've just asked it to focus in on. 115 00:06:15,080 --> 00:06:15,760 Very handy. 116 00:06:15,800 --> 00:06:17,420 Now we can manipulate this cube. 117 00:06:17,420 --> 00:06:19,670 We can change it in a bunch of different ways. 118 00:06:19,670 --> 00:06:22,910 You see up in the top left, we have a number of icons. 119 00:06:22,970 --> 00:06:26,480 If we mouse over the one that's currently highlighted, it's the move tool. 120 00:06:26,480 --> 00:06:31,670 If I go to the next one is the rotate tool, the scale tool and the recht tool. 121 00:06:31,820 --> 00:06:34,370 These also correspond to keys on your keyboard. 122 00:06:34,370 --> 00:06:37,370 So cue for just general old hand tools. 123 00:06:37,370 --> 00:06:38,780 So that's moving around the world. 124 00:06:38,790 --> 00:06:42,560 W four move a, R and T. 125 00:06:42,710 --> 00:06:47,210 Generally I always use those keys on my keyboard for easy manipulation. 126 00:06:47,210 --> 00:06:49,850 It's very, very rare that I actually come up here and click them. 127 00:06:49,850 --> 00:06:54,260 So I recommend that you get used to t for changing things around. 128 00:06:54,260 --> 00:06:58,160 So if we hit W, you can see that we've got these handles on our game object. 129 00:06:58,160 --> 00:07:00,410 These handles relate to the coordinates. 130 00:07:00,410 --> 00:07:01,880 The Y is up. 131 00:07:01,880 --> 00:07:06,140 You see over in our top left corner you can see that Y is up and that's green. 132 00:07:06,470 --> 00:07:12,230 Red relates to the X and blue relates to the Z or the Z as I rotate around the world. 133 00:07:12,230 --> 00:07:17,330 So olt and left mouse button, you can see that it's rotating the widget up in the top right and it's 134 00:07:17,330 --> 00:07:17,960 also right. 135 00:07:17,960 --> 00:07:19,220 Rotating for the object. 136 00:07:19,310 --> 00:07:21,080 So let's do some manipulation for our object. 137 00:07:21,080 --> 00:07:23,300 I'm going to add R which will allow me to scale now. 138 00:07:23,300 --> 00:07:23,990 I can scale. 139 00:07:24,140 --> 00:07:30,800 If I mouse over the grey cube in the middle, it'll allow me to increase the entirety of my object. 140 00:07:31,040 --> 00:07:37,550 If I grab one of the handles for one of the axes that will allow me to change that particular axis, 141 00:07:37,550 --> 00:07:42,560 to stretch it or to scale it in that area, because I'm going to go about making a car, I think. 142 00:07:42,750 --> 00:07:44,180 OK, so this is the first stage of it. 143 00:07:44,180 --> 00:07:46,700 I've got one cube I can rename the cube. 144 00:07:46,700 --> 00:07:51,500 So by clicking on it once and then slowly clicking on it a second time, or I guess more accurately, 145 00:07:51,500 --> 00:07:54,620 click on it once, leaving a delay and then clicking on it a second time. 146 00:07:54,740 --> 00:07:57,020 I'll call this car body. 147 00:07:57,020 --> 00:07:59,570 I think I'll call this I've renamed my game object. 148 00:07:59,570 --> 00:08:02,600 And you can see over in the inspector, it's renamed Car Body. 149 00:08:02,600 --> 00:08:03,140 Excellent. 150 00:08:03,320 --> 00:08:05,150 And now I've got kabbadi selected. 151 00:08:05,150 --> 00:08:12,500 I'm going to hit Control D or Kamandi on the Mac and you see it will it will copy or duplicate car body. 152 00:08:12,500 --> 00:08:18,650 I could also go up to edit and find duplicate and you can see it shows us the hotkey next to it that 153 00:08:18,650 --> 00:08:20,450 is relevant for your system. 154 00:08:20,570 --> 00:08:23,510 Now where is it you might say we've got these two car bodies. 155 00:08:23,510 --> 00:08:25,880 Well, one is exactly over the top of the other one. 156 00:08:25,880 --> 00:08:31,880 So on car body one, if I hit W, then it changes to my move tool and I'll move that up in the air. 157 00:08:31,880 --> 00:08:36,470 You can see the second component of the car body let's hit ah. 158 00:08:36,620 --> 00:08:44,330 And then scale all of this down and then w move it back down on top of the car to create some sort of 159 00:08:44,330 --> 00:08:48,710 weird top of the car looking thing and just to show how the wreck transform works. 160 00:08:48,710 --> 00:08:55,190 I'm going to hit T and then that allows us to drag things on their individual sides rather than scaling 161 00:08:55,190 --> 00:08:55,850 the whole thing. 162 00:08:55,850 --> 00:09:00,260 So OK, back to you know what, I'll rename this part of the car body. 163 00:09:00,260 --> 00:09:02,330 I'll rename it by clicking on it twice. 164 00:09:02,780 --> 00:09:07,550 Car top now so that you're not just watching along and doing exactly what I do. 165 00:09:07,550 --> 00:09:11,840 I've got a challenge for you and a little bit of information I'll give you before the challenge is if 166 00:09:11,840 --> 00:09:12,380 you right. 167 00:09:12,380 --> 00:09:14,510 Click and find three object. 168 00:09:14,510 --> 00:09:17,210 There's a whole bunch of other things that we can add in here as well. 169 00:09:17,210 --> 00:09:21,200 For example, cylinders and capsules and spheres. 170 00:09:21,410 --> 00:09:23,420 So that's just a little hint for you for this challenge. 171 00:09:23,600 --> 00:09:28,580 And any time you see this green slide with the pause button, this means that we're doing a challenge. 172 00:09:28,820 --> 00:09:31,550 And I urge you to go through the challenges each time. 173 00:09:31,550 --> 00:09:35,960 So you're not just watching what I am doing, but you're actually doing and creating your own content. 174 00:09:36,200 --> 00:09:42,110 The challenge is using simple shapes experiment to make some sort of vehicles or could be a car, could 175 00:09:42,110 --> 00:09:44,540 be a tank or could be a rocket ship, whatever you like. 176 00:09:44,570 --> 00:09:45,440 OK, put the video on. 177 00:09:45,440 --> 00:09:46,610 Take on that challenge now. 178 00:09:48,090 --> 00:09:52,020 Radio, welcome back, I hope you took on that challenge, that's the really important part of this 179 00:09:52,020 --> 00:09:52,860 whole process. 180 00:09:53,190 --> 00:09:54,350 I'm going to look at my car here. 181 00:09:54,390 --> 00:09:57,330 I think it needs some wheels that make sense in my hierarchy. 182 00:09:57,330 --> 00:09:57,690 Right. 183 00:09:57,690 --> 00:10:00,120 Click find three object. 184 00:10:00,120 --> 00:10:02,000 I'll create a cylinder. 185 00:10:02,220 --> 00:10:05,040 Now, the cylinder is in the wrong direction and it's too large. 186 00:10:05,040 --> 00:10:09,870 I'm going to start by hitting ah and scaling down E for rotate. 187 00:10:09,870 --> 00:10:11,100 Why R isn't rotate. 188 00:10:11,100 --> 00:10:12,810 I don't know, but that's just the way it rolls. 189 00:10:12,810 --> 00:10:13,770 And a little tip. 190 00:10:13,770 --> 00:10:18,120 If you hold down control it will snap to every five degrees I believe that is. 191 00:10:18,120 --> 00:10:22,830 Or 15 degrees sorry as it's going around so I can get it nice and straight at the ninety degrees. 192 00:10:22,980 --> 00:10:28,470 Just another hint that over here on the side you can see the X rotation is now at ninety on the transform 193 00:10:28,650 --> 00:10:33,090 are going to hit W moved that out a little bit so I can see it as a little bit too large. 194 00:10:33,090 --> 00:10:34,260 So hit are. 195 00:10:35,640 --> 00:10:38,280 Make that bit smaller move moving into position. 196 00:10:38,330 --> 00:10:39,970 Ba ba ba ba ba boom. 197 00:10:39,990 --> 00:10:40,460 There we go. 198 00:10:40,470 --> 00:10:42,580 We've got a wheel on our car. 199 00:10:42,690 --> 00:10:48,660 Now, while I'm here, I'm going to click once, click twice, rename this from cylinder to wheel hit, 200 00:10:48,660 --> 00:10:52,770 enter and then control D to duplicate and you can see it says wheel. 201 00:10:52,950 --> 00:11:01,350 No one shows that it's our second wheel duplicate again that's control D Move it over and I'm just using 202 00:11:01,350 --> 00:11:06,060 ult and left mouse button to rotate around my vehicle here controlled again. 203 00:11:06,090 --> 00:11:12,000 This will give us our fourth wheel and it's good to get used to the fact that from a programming point 204 00:11:12,000 --> 00:11:15,030 of view we usually start at zero as the first item. 205 00:11:15,030 --> 00:11:15,690 So zero. 206 00:11:15,690 --> 00:11:18,270 And then you can see our next one's been named one to three. 207 00:11:18,420 --> 00:11:22,620 Just the way it works when we do programming, we have four wheels on our vehicle. 208 00:11:22,800 --> 00:11:27,360 I see that these two wheels are a little bit too close to the inside of the car. 209 00:11:27,360 --> 00:11:30,660 So what I'm going to do is click once and then find the second. 210 00:11:30,660 --> 00:11:35,310 We'll hold down, shift and click and now I can select both of them and move them both out a little 211 00:11:35,310 --> 00:11:36,210 bit, which I like. 212 00:11:36,480 --> 00:11:37,620 OK, pretty good for now. 213 00:11:37,620 --> 00:11:39,480 I'm just experimenting and playing around. 214 00:11:39,720 --> 00:11:45,240 The last thing I'll do is so that we can group these objects together so that we know that these one, 215 00:11:45,240 --> 00:11:48,000 two, three, four, five, six things belong to the car. 216 00:11:48,150 --> 00:11:50,070 I'm going to come into my hierarchy right. 217 00:11:50,070 --> 00:11:55,710 Click and create an empty that's an empty game object that has no visuals to go along with it. 218 00:11:55,710 --> 00:11:59,280 And if you have a look at our game object in the inspector, it's just the transform. 219 00:11:59,280 --> 00:12:01,560 There's no other components to tell it what it is. 220 00:12:01,710 --> 00:12:03,750 It's just a place in the world. 221 00:12:03,900 --> 00:12:06,540 And that's good because it's going to be a grouping object for us. 222 00:12:06,750 --> 00:12:09,540 Now, just out of practice, what I like to do over and transform. 223 00:12:09,540 --> 00:12:09,930 Right. 224 00:12:09,930 --> 00:12:14,760 Click and reset, that means that our position will be right in the very, very center of the world, 225 00:12:14,760 --> 00:12:18,540 which is zero zero zero on the X, Y, Z axis. 226 00:12:18,720 --> 00:12:20,160 Just a good habit to get into. 227 00:12:20,340 --> 00:12:22,170 Now I'm going to highlight. 228 00:12:22,170 --> 00:12:26,910 So click Carbury and then hold shift all the way down to the bottom part of my car, which is the wheel, 229 00:12:27,030 --> 00:12:33,030 and then drag this on top of game object and you can see they become indented the terminology here is 230 00:12:33,030 --> 00:12:40,620 the game object which I'll rename to Car is the parent and all the other objects underneath are the 231 00:12:40,620 --> 00:12:42,300 children that belong to the parent. 232 00:12:42,300 --> 00:12:48,030 So if I roll up car, you can see that by clicking on car at highlights everything within there. 233 00:12:48,180 --> 00:12:49,770 Also by clicking on car. 234 00:12:49,920 --> 00:12:55,320 I can move everything around at once and I don't have to go and highlight the individual aspects of 235 00:12:55,320 --> 00:12:55,440 it. 236 00:12:55,440 --> 00:13:00,300 So that's just a way for us to start grouping our game objects into a parent game object. 237 00:13:00,570 --> 00:13:04,830 OK, that's all for this lecture in the next lecture will get a little bit more detailed with playing 238 00:13:04,830 --> 00:13:07,410 around with prefabs and understanding how they work. 239 00:13:07,500 --> 00:13:08,550 I'll see you in the next lecture. 23687

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