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Setting the project

From: Unity 4.3 Essential Training

Video: Setting the project

Unity works in a project structure. In the Unity Project Wizard, we have options for opening Here in the exercise files for chapter two, I'm going to make a new folder.

Setting the project

Unity works in a project structure. If you worked in 3DS max or maya for example, this is a familiar work flow. We have a master folder, in which we will have sub folders that will bring out assets, strips and animations into. It allows us to keep everything for our game Contained. And to move it around if we need, or transfer it between computers. I'll start out by launching Unity, and then create a new project to work in. In the Unity Project Wizard, we have options for opening a project, and browsing to a directory if we need.

We can also create a new project. And this allows us to custom configure what we'd like to have in our game. In the create new project tab, we can set a project location, bring in packages of ready made components we'll use. And set up defaults for our game. I'll start out by bringing in a couple of packages. These are things that we use commonly, and rather than recreate the wheel, we have ready-made pieces. We can modify them if we need, but most often we're going to simply put them in.

I'll add in a character controller, and then scroll down And bring in my scripts. We can always bring in more packages, but these will increase the size of our project. A package for us in Unity, is simply a part of a project that has been exported out, to be imported into another project. I'll leave the setup defaults as 3D. One of the big new features in Unity 4.3, is the 2D engine, allowing us to bring in sprites or sprite sheets, flat drawings with alpha channels, attach 2D psychics to them, and make flat or 2D games.

These provides a much easier way to make 2D games than simply Putting things on planes in a 3D space and trying to view it straight on. We'll leave those defaults as 3D, and finally, we'll browse to a new directory to make our project. I'll click on the browse button and go make a new folder for my unity project. Here in the exercise files for chapter two, I'm going to make a new folder. Unity wants to create a new project in a blank folder, so it doesn't accidentally overwrite any previous work. I'll click on new folder and name this folder for my project.

Once I've selected a new folder, the select folder button is available. If you try to make a new project in a folder that has objects in, it that'll be grayed out, letting you know that you need to make a new folder for your project. Once I've selected my project location and chosen any packages I'd like to bring in, as well as my setup defaults. I'll click on the create button. Unity will take a minute depending on how many packages are selected. Create the project and then open up the Unity interface. Unity is open, and there's exactly nothing going on.

There's no defaults in Unity for our project. It's exactly blank. There's no daylight, no clouds, no sky. It gives us an enormous amount of artistic flexibility. To be able to custom craft the look of our game. We need to bear in mind though, that there is exactly nothing to start; so if we want something we'll have to add it in. There's also no scene yet, a scene is within a Unity project and can be a level or piece of a level, it's where the actual game play will take place It allows us to keep within that project different parts of our games organized.

And open or transition between as we need. I'll click on file, and we can see that I can save a scene and save a project. And they're different pieces. Saving a scene, saves that particular scene, and anything that's been placed in it such as assets or scripts. Saving a project saves a particular view of a scene and anything in the project we've done such as organization in our Assets folder. It's important to understand the difference in them. That scenes travel within projects and saving a project does not automatically Save a scene.

Now that we've got our project made, we'll jump in and start moving things around. And bringing pieces into our game. And starting to populate our exactly blank space.

Show transcript

This video is part of

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Unity 4.3 Essential Training

78 video lessons · 8120 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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