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Game Development 1 lesson

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Reilly_Zink_3401week1

Game Development 1 lesson

3401 Info Sheet - Week 1 (01/15)

  • Unity windows can be moved around/docked/resized
  • More windows are accessible through the Windows menu
  • Unity projects are divided into scenes
  • Scenes can be thought of as different “levels”
  • Some games (many mobile games) only have 1 scene
  • The scene window shows you your physical scene layout
  • You can navigate around the scene window with mouse/keyboard controls
  • The hierarchy window shows you a text list of all the gameObjects in your scene
  • The project window is a “palette” of all of the available assets that can be added to your scene
  • An “asset” in this case means a file, such as a 3d model, a texture, an audio file, a C# script file, etc.
  • The game window is a live view of what your game currently looks like
  • The inspector window shows you more details about the object you have currently selected
  • The console window displays a running log of informational/warning/error messages
  • Scenes are comprised of a collection of gameObjects
  • GameObjects are comprised of a series of components
  • Components are individual “building blocks”, each one in charge of a specific piece of functionality
  • Components can be added to/removed from gameObjects via the Component menu
  • Unity has many built-in, pre-made components that work out of the box for things like rendering objects, simulating physics, playing audio, etc.
  • You can create your own components with custom functionality by creating a C# Script and attaching it to a gameObject
  • Every gameObject has a Transform component
  • The transform component defines that object’s position, scale, and rotation in 3D space
  • Transform components cannot be removed from gameObjects; every GO must have one
  • GameObjects can be parented to one another by dragging and dropping one GO onto another in the hierarchy window; the dragged GO will become a child of the GO it was dropped onto
  • Child gameObjects use local space to define their position/scale/rotation; this means that their P/ S/R is relative to their parent’s P/S/R. If the parent object is moved 5 units to the left, the child object will also be moved
  • GameObjects that are not children of other gameObjects are known as root objects
  • GameObject stacks can be infinitely deep
  • New gameObjects can be created by right-clicking in the hierarchy and selecting “Create Empty”
  • Selected gameObjects can be duplicated by pressing CMD/CTRL + D
  • GameObjects that are used for data/non-rendered entities can still be made visible in the scene view by giving them a gizmo
  • Gizmos are only visible in the editor and will not appear in builds or the game window
  • Assets can be imported into your project by dragging and dropping them into the project window, or through the Assets menu
  • Unity also allows you to directly create certain types of assets in the editor through the assets menu

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Game Development 1 lesson


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