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Exploring the Hierarchy, Scene, and Inspector windows

From: Unity 4.3 Essential Training

Video: Exploring the Hierarchy, Scene, and Inspector windows

Once we've made our project, we can to work making our game in Unity.

Exploring the Hierarchy, Scene, and Inspector windows

Once we've made our project, we can to work making our game in Unity. The main windows we're going to use are the hierarchy, the scene game inspector and project. For the others that pop up along the way, such as animation or animators from Mechanam. The Scene view navigation is much like auto desk Mya. Holding alt and clicking a dragging the left mouse button tumbles the view. Alt and the mouse wheel pans, and alt and the right mouse dollies in and out. Alternately, scrolling the mouse wheel in and out also dollies.

We can switch this view back and forth from a perspective to a drawn isometric. And also from an elevation perspective to a drawn orthographic view. Clicking on the view-port label perspective changes over to an iso. Clicking on iso changes back to a perspective. Selecting any one of the axis in this scene takes that view over to a drawn perspective elevation. We're seeing things in a right view, but the perspective lines recede into the distance. Clicking on the right view-port label, switches that view over to a drawn, flat, Orthographic view.

Clicking on right again, changes back to the perspective. And alt and the left mouse tumbles again, and we're back to our Perspective view. It's very easy to navigate around and position things exactly where we need. Unity's default units are in meters. And so when we bring things in we need to make sure we're working in real world scale, in meters. At the moment our scene has well, exactly nothing in it. I'll bring an object in and see how it looks in the hierarchy and the inspector.

In my Project window, I can see I'm in the Assets folder, which Unity created for me. And in those assets are our folder called, standard assets. In standard assets I have my character controllers and scripts. These are the packages I had chosen when I created that project. Clicking on the Character Controller's folder shows me the controller's and their sources that are available. There's a standard first person controller, which looks like a capsule, and a third person, which starts out as a constructor. I'll take the first person controller and drag it into the scene.

By doing this, I can place it arbitrarily wherever I like, and with that object selected, the inspector shows the different properties and components of that first person controller. I'll press Delete to delete it and then I'll drag the first person controller into the hierarchy. Dragging an object into the hierarchy creates that object in the scene at exactly the place it was created originally. For the first person controller this is not as important. As we may want to position that first person controller at a spawn point in our game.

However when we bring in objects from Mya for example, they'll have their own cord and it's in Mya which will transfer over here to Unity. So if we want things exactly as we placed them in Mya for example we can drag them straight from the assets to the hierarchy view. And they'll place correctly in the scene. Within this hierarchy, we can see that the first person controller has an arrow next to it. Twirling open that arrow shows the two components that are part of the first person controller. The graphics, selecting it shows the properties of that particular capsule.

Pressing f to focus in, zooms in that view. This is actually the object of that first person controller, what actually collides with a collider or a mesh. The main camera then, is how that first person controller sees. And we can see in the inspector that this has, not only the properties of a camera, such as the rendering path, clipping planes and so on, but has some additional components that have been added. There's a gooey layer or graphical user interface which will overlay on that main camera.

There's a mouse look script that's part of that controller and this controls how this object looks around to follow the mouse in the game. Selecting the first person controller again, shows other scripts that have been attached. There's our mouse look, and also our character motor. This controls for example, things like movement, jumping, moving platforms and sliding. And there's even a first person controller input script. Selecting any object then in the hierarchy or in the game shows it in the inspector and allows us to edit its properties.

Selecting any object down here in the Project view, such as our first person, again shows those properties. The relationship between the hierarchy and the Project window is shown by the color of the text in the hierarchy. The blue text for first person controller, graphics and main camera denotes that it is a prefab. A prefab in Unity is a very important concept. What prefabs let us do is find an object once, and instance it in the scene. All the instances then reference the original.

So changing one changes them all. The text in blue shows that that prefab connection to the first person controller in the assets is active, and working correctly. If this text is red, it means that prefab link has been broken. The main camera here is a stand alone. This is our main camera we're seeing our scene with. We can't actually see it because we're in it. But it's not a prefab, it's not related to anything in our assets for example. Now that I've brought in a first person controller in our blank scene, I can save that scene.

Choosing File and Save Scene. Unity scenes have a .Unity extension. This is different from a Unity project which is really just a directory structure. This scene wants to save by default in the assets folder. We may end up, depending on the complexity of our game, making a scenes folder. For now though, I'll save this scene in my Assets folder. And get started on bringing things into my game.

Show transcript

This video is part of

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Unity 4.3 Essential Training

78 video lessons · 10395 viewers

Adam Crespi

Expand all | Collapse all
  1. 2m 57s
    1. Welcome
    2. What you should know before watching this course
    3. Using the exercise files
      1m 24s
  2. 21m 21s
    1. Designing the game
      4m 39s
    2. Setting the project
      4m 9s
    3. Exploring the Hierarchy, Scene, and Inspector windows
      5m 45s
    4. Creating and transforming objects
      6m 48s
  3. 21m 34s
    1. Organizing the Assets window
      2m 55s
    2. Exporting objects from 3D modeling programs
      8m 33s
    3. Importing and configuring models and textures
      4m 54s
    4. Setting properties for models and textures in the Inspector
      5m 12s
  4. 29m 8s
    1. Introducing the game environment
      4m 27s
    2. Placing the player controller
      4m 29s
    3. Publishing project settings
      5m 32s
    4. Adding sky and fog
      8m 17s
    5. Fine-tuning the First Person Controller
      6m 23s
  5. 57m 25s
    1. Creating the terrain geometry
      3m 29s
    2. Forming the topography
      9m 54s
    3. Painting the terrain textures
      7m 9s
    4. Painting trees and forests
      10m 55s
    5. Painting grass, shrubs, and 3D geometry
      9m 38s
    6. Painting detail meshes
      8m 46s
    7. Adjusting terrain settings
      7m 34s
  6. 39m 45s
    1. Creating materials and assigning shaders
      8m 56s
    2. Handling multiple materials
      7m 13s
    3. Adding textures to a material
      3m 57s
    4. Manipulating textures
      5m 20s
    5. Adding reflections to materials
      8m 1s
    6. Creating lit materials
      6m 18s
  7. 47m 12s
    1. Creating GameObjects
      5m 2s
    2. Understanding components
      6m 15s
    3. Using colliders for barriers
      6m 22s
    4. Using colliders for triggers
      8m 1s
    5. Exploring physics
      8m 22s
    6. Working with Physic materials
      5m 3s
    7. Adding joints to rigid bodies
      8m 7s
  8. 20m 33s
    1. Setting up prefabs for animation and batching
      5m 8s
    2. Animating an object
      6m 32s
    3. Adjusting timing in an animation
      3m 50s
    4. Animating transparency and lights
      5m 3s
  9. 11m 58s
    1. Importing skinned meshes
      4m 51s
    2. Separating animations into clips and states
      3m 14s
    3. Creating transitions between states
      3m 53s
  10. 30m 22s
    1. Customizing ambient light
      2m 59s
    2. Creating the sun using a directional light
      5m 49s
    3. Using layers and tags for lighting
      3m 32s
    4. Adding spot and point lights
      4m 25s
    5. Using point lights for fill
      4m 30s
    6. Adding and fine-tuning shadows
      5m 10s
    7. Creating lighting effects with cookies
      3m 57s
  11. 9m 15s
    1. Adding scripts to GameObjects
      2m 42s
    2. Using correct script syntax
      6m 33s
  12. 23m 7s
    1. Setting up a 2D project
      3m 13s
    2. Importing sprites
      2m 30s
    3. Slicing in the Sprite Editor
      3m 6s
    4. Layering sprites and setting the sorting order
      5m 12s
    5. Creating 2D colliders
      3m 12s
    6. Adding 2D physics
      2m 25s
    7. Animating 2D elements
      3m 29s
  13. 30m 25s
    1. Creating light shafts and sunbeams
      5m 20s
    2. Using ambient occlusion to add gravity
      4m 37s
    3. Adding depth of field
      8m 40s
    4. Applying motion blur
      5m 46s
    5. Tuning color for mood
      6m 2s
  14. 38m 16s
    1. Exploring water effects
      7m 36s
    2. Working with wind zones
      2m 8s
    3. Using an audio source
      4m 3s
    4. Creating a sound zone
      5m 59s
    5. Triggering audio
      3m 37s
    6. Adding audio effects
      3m 13s
    7. Creating particle systems
      2m 26s
    8. Adjusting particle systems
      9m 14s
  15. 25m 23s
    1. Setting up occlusion culling
      5m 52s
    2. Enabling batching to reduce draw calls
      3m 28s
    3. Testing in the game window using statistics
      4m 27s
    4. Building a development build and debugging
      6m 0s
    5. Building the executable
      5m 36s
  16. 49s
    1. Next steps

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