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Organizing the Assets window

From: Unity 4.3 Essential Training

Video: Organizing the Assets window

For most games, our assets will be made in another package besides Unity. is just like creating a folder in a This will be from my imported mesh files from Maya.

Organizing the Assets window

For most games, our assets will be made in another package besides Unity. We'll use programs such as Autodesk Maya, Adobe Photoshop, and Pixologic Zbrush, for example, making the different pieces we need and placing them here in our game. It's very easy for a game to have several hundred assets even if it's a small game on one level. And large games can easily have a million assets ranging from textures, to models, to separate animations, to scripts. Therefore, being organized is super important.

I can't stress that one enough, that even if you think you're making just a quick working game, creating some folders in the Assets folder and organizing how you're bringing in things will save you a lot of time and rummaging around. I'll make some folders here in my Assets folder, and these'll be for things like imported meshes, textures, pre-fabs I'm going to make, scripts and animations. So when I start to bring in all my different assets, I know right where they should go and which ones I should choose from to make my game and which ones I should leave alone.

I'll start out by right clicking in the Assets folder and choosing Create>Folder. This is just like creating a folder in a directory, but we can do it from inside Unity. I'll name this folder, Meshes. This will be from my imported mesh files from Maya. I'll make another new folder for textures, one for animations, and also one for scripts. I've made all of my folders, and I'm almost ready to import in objects. Right now, I have one scene, my 0301 start screen, and I've stripped out the plains, because I'm going to bring in my objects from Mile.

I'm going to leave the first person controller in the scene, but I'm going to put the scene in it's own Scenes folder. Now this game we're going to make is one scene as the entire game level, but it's a good idea to have scenes in a scene folder. And that way, if you have multiple scenes such as a load scene for example or an end scene or maybe a scene that's viewable only when you go through a doorway, you can keep them organized as well. I'll make one more new folder called Scenes, and while I'm at it, one for materials.

Now I've got my folder structure ready. I'll take this 0301 start scene and drop it into the Scenes folder. We can simply drag things around as we need and the folder icon changes. We can also view these folders at different sizes by sliding the Size slider down at the bottom. Depending on how long our names are and how big the icons are that we would like to see, we can go bigger or smaller, all the way down to a list if we like. I'm ready to start bringing in pieces. I've established a clear organizational structure so that later, when I start to have, well, assets all over the place, I can find them easily, and I don't end up duplicating work or using more than one of one object.

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This video is part of

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Unity 4.3 Essential Training

78 video lessons · 8093 viewers

Adam Crespi
Author

 
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  1. 2m 57s
    1. Welcome
      41s
    2. What you should know before watching this course
      52s
    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
      49s

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