Make Games from Scratch (No Coding!) Part 1 - Getting Started with Unity | Brandon Wu | Skillshare

Make Games from Scratch (No Coding!) Part 1 - Getting Started with Unity

Brandon Wu, Founder of Studio Pepwuper - a Game Studio

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18 Lessons (1h 40m)
    • 1. Introduction

      3:01
    • 2. Download Unity, Basic License vs Pro License

      1:34
    • 3. Unity UI Quick Overview

      9:17
    • 4. Grab Tool

      3:41
    • 5. Positioning, Rotation, Scaling Tools

      4:18
    • 6. QWER Tools Review

      2:30
    • 7. Local vs Global Space

      3:14
    • 8. Light Camera Primatives

      8:08
    • 9. Material, Texture

      5:08
    • 10. Photoshop (PSD) files

      2:05
    • 11. Asset Store

      6:41
    • 12. Build Settings and Building the App

      7:46
    • 13. Pivot vs Center

      1:40
    • 14. Wrap Up

      2:10
    • 15. Extra – Skybox

      7:29
    • 16. Extra – Animations

      9:45
    • 17. Extra – Particle Effects

      4:45
    • 18. Extra – Project Walk Through Demo

      17:14
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About This Class

Start Making Games!

What do you do when you have a great idea for a game but no programming background? Before you give up, let me introduce you to the world of indie game development. With the technology and tools available today, you can start creating the game you've always wanted to make as soon as, well, today! 

Who is This Class for?

This class is for beginners with no prior game development or programming experience. We've also had parents taking the course together with their kids (the youngest was 8 years old) - this course is kids-friendly! :)

What You Will Need

  • A modern PC / Mac with 3D graphic compatibility (if you bought your computer in the past 5 years, it should be good enough.)
  • Download and install the Unity3D game engine http://www.unity3d.com/. We will be using Unity 3D for this class. Don't worry about the seemingly complicated interface. We will go over it in the class - piece of cake! Make sure your company can run this app without any problems. 

What You Will Create

Together with the class, we will re-create two gaming classics to get you started with game development - Breakout and Doodle Jump! Feedback will be provided throughout the course and be sure to attend the Office Hour on Google Hangout for Q&A.

We will build these two games for computers - PCs and Macs, and towards the end of the course we will discuss what to do if you want to build games for mobile, tablets, browsers, and/or consoles.

Transcripts

1. Introduction: hi. Everyone will come t that scale shirt costs and for the next full weeks, we're gonna talk about video games. My name is Brendan would and I am the founder and CEO of Studio Pep Blucher. We primarily create mobile games tablet cames, but I was really excited about creating a skill shit class because that's how I learned how to make games by creating a project that going see a project step by step, and that's what we're going to do here. I'm going to teach you the essential parts of game development from the very first step. And, of course, the game development is a huge topic, and we won't be able to get into older details of different times of technology and different past backed off it. But the goal off the class is for you to start making games to start learning how this whole thing legs and also I noticed there are a lot of artists designers paying young developers page 15 or 12 and I love the fact that it's a diverse group of people in class, and I look forward to what you will create with us. Had a quick background about myself. This is one of the reasons why I wanted to do this class. Because I come from a non technical background. I don't have a computer science, I agree. And about three years ago, I was working in a corporate job and decided I wanted to do something more creative and I want to make games. So I started my company, and, uh, it took a while to learn how to. Do you think it's how to make games program, how to make some single right? And it took me eight months of time to create my first game, and I was really proud of it. And from there things started happening more and what developments started noticing what we were doing. And now we have a good team of people working together on different projects. So I wanted to share that experience with you and which is we could start with one single project and gradually your structure, learn how came from works from there. Maybe you're starting your own company. Maybe you'll find other people to work with and step by step, eventually get there. So I think that's the introduction to the class. If you have any questions, go to the Forum or you could send me an email directly and that's get started 2. Download Unity, Basic License vs Pro License: So that's how you interact with the classes, how you participate in the projects now the first thing we need to dio or the next thing. Really, Today there's going to unity through the dot com and download unity. Click on downloads here. Quick download unity. Four points here, put one. And then you should start your you should start downloading unity, and once you're done, install it and then we'll start going into in the next video. One quote, comment. And I think that someone asked this in the forum. A swell that unity has multiple different licenses and the one will be using theirs. Unity basic, which has free so you don't have to worry about additional fees or anything. Its unity basic is free. But when you first installed unity, it's going to install Unity pro with a 30 day trial license. So after the 30 days, you might get a warning that your trial period is running out. But don't worry about it. After that trial period, it won't happen automatically. Go back into basic, and then you can continue using it. If you're interested, you can read more about the major differences between the different licenses. But I think for our purpose, unity basic should provide enough features for us to get started with making games. 3. Unity UI Quick Overview: Now that you have unity installed, let me give you a quick overview off the interface off this amazing tool. So first of all, let's take a look at this panel in the middle. Right? So this is called a scene panel, and this is where you set up your objects. This is where you will most things around. Think of it as a stage. And so our movie set, right? So you are creating this set where your players and different characters will move around and interact with each other. So that's the seem to you now. The game view is what the players will see when they start the game. And it's different from the scene view because the senior is for you. For the developers to create the game, to create interactions, to place savings on a map to create a level. The game view is purely just for the players to play through the games. So this is the actual experience that we're trying to create. So that's the main difference between the scene V and the game of you. Okay. And on the left Insight here you can see the hierarchy panel, and this is where you will organized for place different objects into the scene. For example, have player character here player object. If I double click on her will focus on this character on this object so you can see that this player is this guy right here in the scene. He can move him around. So that's the hierarchy. This is where you have all your different objects, and now this is a very complex, seen so a lot of objects, a lot of different mottoes and different props in this scene. So it's fairly complex. We will probably won't be creating something that's nearly close to this level of complexity, but it's good to know that this is what the hierarchy is for. Now, when we click on an object on, let's go to the Inspector panel on the right here. This is where you can change different options on the subject. You can find all the different components on the object now. Unity is a component based engine, meaning you can stack different components onto a game object, and that dictates the various different attributes off the object. So, for example, on this player object, we have 12345 10 different components on it, and each one serves a specific purpose. For example, the Transform decides the position, rotation and scale off this object. What does that mean? Well, if I changed position, you can see that the I'll check a Supreme moved is now at a different position in a space, right? So the inspector is for you to create or manipulate. You can have different components to an object, or you can manipulate the different variables and different attributes in these components . We'll talk about a specific components. All right, a bit. So that's the inspector. Fairly important now coming down here have the project view Project View is, It's kind of like a photo struck. Basically, it's a photo structure for you to manage your files. Now each game will have multiple files. Different artist says different graphics different. 30 models on and also different sees that you will probably save. And then this is where you can organize them and safe. I mean to different fire was different photos, and it it's no more than that. It's basically a place for you to find your files. Find your effects, find your graphics sound files if you have any sound effects, and then this is where you can find them. Uh, what? One thing you can do is you tend tracked this here, and then it sort of changes. How big the preview off that fire? Yes. And she has a lot of files you might want to scare away down, So it becomes just a list of things. Now, you noticed that when you click on an object a the projector of Project View Project panel the inspector was showed the properties on different components off this particle air file that you just click on this That's try as a sound file, right? So clocked. I just click on the sound file and its shares. The attributes of this file can make adjustments here. Also shows a preview if you click on play your brother here, the music being played so you can preview your assets here as well. Um, trying to sign an image. Right. So this is a texture of filing. This is an image, so you can change different settings here as well at all off that is happening in the inspector. So just remember when you need to make any changes. Check the inspector. It's most likely there. Okay, so that that's the project view. And finally we have console. And this is where you'll see all the error clogs, anything that the system is trying to tell you. If there is something wrong, the system will tell you here. And this is where you will check and find out if there's a bug in your program. So that's basically a quick overview off the U I pen. Another thing is, if you are if you I looks different from this from my set up here, you can click on this little menu here and click on default. No, I'm I'm just using the default view so you can quickly find this view. Another cool thing you can do, uh, with this you guys okay, let's try a different layout. Try to buy three. Now all the components or the different panels are being moved around. So unity provides this flexibility for you to change the way you want the editor to look so you can click on the tab and then drag it places someone else. Now that becomes a new layout. Computers on the right hand side when that changes, Dad it. I can put this down here if I want a room Now that the game view is here on the scene, he is on left inside. Now don't worry about messing up the scene because you can always go back here and then changed back to default. If he's created a layout you like in particular that say, I always want console to be there, I can no so safe this layer Click on safely out. I just name for safe. Now you can always select. So this is default layout that's newly out. Let's go back to default. And finally, if you have just install unity, your Unity editor might have a darker skin. You might be wondering why. Well, if you go to preferences, you can chose the skin to are the light or dark. Now the skin option is only available for unity pro, so the stark skin is only on the available for unity pro. So so we're gonna stick with light, since we are going to be using unity basic functions only. So there you have it. That's a basic overview of the you are Are you dizzy 4. Grab Tool: Let's look at some of the buttons up here, so these four bookings are used to manipulate your object in the game. Actually, these three and then the grab tour. Let's talk about the grab tool for us to grab. Tour allows you two moves the view in the scene tap. So this allows you to find the object. You want to add it. Let's say I want added this box over here. I need to come up here and then. So the Grand Tour allows you to news about in a scene by left clicking and dragging, so it's almost like you are grabbing onto the scene and then move it. Although nothing is getting moved, it's just the view you're looking at as right click and hold down your mouse button. Then you can really take is he? But that and while you're holding down the mouse button the right minutes. But you can use W. A S D to move around in the scene, so this will help you find objects or get better angle. C 19 changes to your scene. Okay, And if you get lost in the scene, don't worry. Double click on an object and single Focus on the object. So right click. Take this way for if you hoped out. Help but and you can rotate around the center of the screen. Click your left mouse button. It's riding, right? So that's how you he was about in the sea, and you can zoom in and out with the mouse wheel so I could go really plays and see how. How about Let's do that. I mean, now the grab another way. You can changed the Scene. V is by clicking these handles this nos the scene the according to different. That's these exes. So if you click on the Y access, those who talk, what a view from the check that worry and you can right click on this square button. Here is actually Q. And you can just select, which be you want to use now, who can go into that a little bit later? So that's how you modifier view you're looking at. Now. Remember, this has nothing to do with the actual game. It doesn't change how the player place again. It's only there's for you to modify. To manipulate the objects just makes it a little easy as we can find the objects you're looking for 5. Positioning, Rotation, Scaling Tools: Okay, so that's the grant tool. Now let's click on this button with the two errors or four direction errors. Now that's the position tool. With the pollution toe selected, you can move the position off any object in the game. Now remember, unity is a three D game engine, so that means everything in the scene has a three D property, meaning it's got a sooty position, reputation and three scale. Now the positioning tour will allow you to change the position of the sea, the subject so you can grab these hand goes and move it alone, the axis. Or you can click on one of these three. I don't know if you can see what is three planes, and then it would move the object on that plane. So, for example, if I click on the greed plain that it moves the object on the why sorry on the X Z plain and locking. Why? So there's no changes on why, right? So that's the position tool. Now click on this rotation tool. It allows you roll tape your object so depending on which access your grabbing, can rotate the object in various different directions. If you click in the middle, or if you're not clicking on any particular access, you can do a free notation. But I find that to be very hard to control. So I recommend, if you treat doing the rotation always scrapped one of these three. That's this all right. And you can see that as I'm doing this, the numbers on the transform changes. So the chance reform has the data that defines the position in the rotation scale off any object. And every thing has transformed as I click through these different objects. Okay, so and the neat thing is, you can also go in and directly typing the number for these so I don't If I want to reset rotation and make them zero rotations again and then it's back to somewhat normal position , they're finally the scale tool. Similar idea. You can scale an object using these handles on. Well, it can scare the object alone access so could make this character a little bit. Why there turn off business now. Just consider this a little easier. Um, skin your shorter. I told her more do this way, right. So you can change the scale alone. Each excess Now that's reset these now What? If you want to scale of uniformly now, you can click in the middle and then track and move it so it scales up and down with the same amount in each direction. So that's the position, rotation and scaling tool. 6. QWER Tools Review: clean up the scene a bit so we can do a quick review of what we just learned. What we've just learned again. The grand tool allows you to move about. You see, now this is again for you only. It doesn't change the game in any way. Okay, right click to really take left click to drag and out left click to rotate around the center of the screen. Okay, and also I forgot to mention these four buttons have hot case, so this is Q W E R. Q W Yard. You can use these four keys to switch between them. He was the grab tool. W Now this is the position tour can use it to reposition your player or your object. And while you're a while, you're not using the grab tool. You can always click press down, out Realty and use the middle mass button two days and used to right mouse button to change your view. Now these air hockey's sure because that you can use instead of having to go back to grab so again when you're not using the grant tool Middle mouse button to move. Yeah, out left click. Same thing will take right mouse button will take it again. Okay, anyways, positioning Tool. You can see that moving this character on there, actually playing up and down running back, right cargo rotation tool Presti That's a hot key for the rotation toe. Rotate the character and then finally pressed hard scale the character a pinto. 7. Local vs Global Space: Let's quickly talk about the concept of a local space versus a global space. A local space has space that's relative to one object, while the global space as space that's relative to the entire world. So, for example, click on this player object. You can see that throughs this because, you know, attendee handle boys over here with the errors, and if you pay attention, you realize they are not. They're they're a little bit TelDta, right? So they are tilted because we have rotated this character a little bit, All right, so if we keep doing that, it's safe is sort of leaning backwards like that. When we look at our handle are positioning tool to see that the axes have rotated as well. Pain. It's local space. Now. This these three directions are relative to this object itself. So when we go to another object, it's gonna have a different sense of directions now to to see the world space or the global space for this character. You can click on this button here. Now it's this loca, and then you switched to global, and then you can see that this object now has the hen does now have the original direction . Why points upwards? Accident, See? And when I click on another object can see that it's the same direction. They all points to the same directions. And that's because the's handle hand does are pointing in the global space. We're using them in gold assays, and this is handy when you wonder that, say, I want to rotate this character this way. Then I could do that in the local space. But if I want it to rotate it so like around the up excess, then I will change it back to the world space, the global space. I can see that now. Why is pointing upwards instead of pointing where his head is? And then I could really take around. Do I Texas. So that's the difference between a local space and a global space. It might be a little bit confusing for now, and that's OK. Once we get to where it makes a difference, I'll explain this again and you'll see how it works in an actual development project 8. Light Camera Primatives: Canalys create our own project Final New project. And it's called this sure one. Okay, so this is an empty project. The only thing in the scene is I mean, camera. There's nothing I was in a now to create a game. He always need cameras, which would define the view that players see. So basically, we click on the camera to see a camera preview, and this shows what the camera is saying and also what the player will see. So if you if you see this preview here, is identical to the game view here now, let's create a few objects to make this a bit more interesting. You cook and create, and you come down here. There's cubes of your different types of shapes. You can create primitive shapes, so that's one way of creating objects I just created keep, and another way you can do it is go to my going to game object, create other and then let's pick clean. Right, so there is a plane. Sometimes it's a little bit confusing where things are in the three D space. So you want real tape. Just make sure these things are where you wanted to pay. And a good thing to check right now is to find out where the camera is looking right. Okay, so the camera's looking at that direction, right? So this is the local space for the camera and C Is the front another cameras looking at that direction? Yes. So we can move this Q a little bit over here and move it up. Click on the camera again, can see Cuba's now here and re free switch to the game of You can see that this is what the player will see as well. Now the game view. The game looks a bit dark, right, because there's no light. So we want to create some lighting, click on create, and there are different types of light on the most common one as directional light. So that's what we're gonna do. You can see that we've created the life, and if we go to the game, you can see that it's a lot brighter now. The position of the light well, the position of a directional light doesn't matter. The only thing that matters as the rotation of the direction of light, and as you can see us, we will take the light changes hat where the light is coming from so you can play with the lighting and change the color and throw the lighting of the scene. As you can see, it's the position. Doesn't matter for the direction or white. Another thing you can tweet quickly is if you click on color. So on the directional light object, there's a component called light and type is directional white. Click on color and change the color of the light. You can see that changes toe color off the light in the scene. And how everything is that again. Go to the game being can see that. Now you have this do color light on your objects. Let's play with this a little bit more now I'm gonna position to keep right above the plane , see if I can still see it. And I am going to tell you the camera a little bit. So we have a better angle, notation troll, then just will take camera down. Okay, so you can kind of see that this is there's There are lines to guide you to let you know where the camera is pointing. Right? I'm gonna pull the camera back, but it's close, OK? And then go to directional light and then you can choose a shuttle type. I'm just gonna do a hard shadow. You can see that There's shadow on the Cube with the shadow on the playing from the keep. You can see that the game of us grow Now if I changed shadow too soft, right, I can see it It's a different style. And then you can tweak some settings here. Um, but we're not gonna go too much into it right now. Okay, so that's the basic scene. You have the light, you have a camera, you have some objects on, you can move around, you can rotate the object. That's your wish. And one thing you can do in the inspector tap as you can disable and enable objects. So this is handy when you want to clean up the scene that say, if you have many different objects, So here's a shortcut for you. If you had control de or command D on the Mac, you can give okay, cupcakes. I just created a bunch of these objects and let me just move them around, spread them out right now. We have a lot of objects in the scene. Let's say this is just too much to handle. You want to find one specific cube? Say you want to find this. Just keep one. By the way, if you want to change the name off the objects press, enter and that one thing you need I would suggest name making sure that your your objects in in a way that you can remember what they are. So that's like this player. Okay, Right. So now we have all you see Are these upgrades in seen? And maybe we don't want to see them all at once. Disable them now they're gone. They're still gave the scene, but they are not visible and they're also not interactive, so they don't do anything until you enable them again. Now you can disable any name on them during the game, but for now, we're just gonna enable them all train 9. Material, Texture: great. Now we have all these cues in the scene, but they look a little bit Plane, just one color, some lighting, potentially shot some shadows and you can see that Shadow is being cast on Earth plan in the key. But I think we can make it a little bit more interesting now. Unity has a really good pipeline for working with images and or assets. So what I'm gonna do here as I am going to show you how to import an image that you've created or youth found sums, Internet or somewhere else, and you can use that image on your object. So all you need to do is find your image image file and you track it into the project Fokker, the project panel for the Project Tap. Now that's image. We click on it. You can see crazy here, and let's say I want to add this image to this cube here. Oh, I need to do is drag this image and place it on top. That cube you see now this Q has that image. It's rotated. You also noticed that unity has created this photo called Materials. So for an image to show up on our budget on an object. The object needs to have a material, so so that's come back to this. Q. A light. The other cues. It's got an additional component here, and if you click on this arrow next to material to see that, it's got this material called my first game if you click on it. So inside this materials photo now there's a new material called My First Game and it's the same name. Asked the image. So this is a material that unity has generated for you and inside this material as the image that you have important. So think of a pass, a piece of clothing, right? So this cube was naked before, and the material is this piece of cloth that you put own the key. We put them into your own que. And now that the image is the texture on the claw is the texture that we used in the material. So you have to keep here and you have material and then you have the texture. The image here and the nice thing about this issue can have different settings on the materials and in different settings. The texture so you can change to a different image if he are. Let's say if you're in the game and that you want to change the material to to say something different, that's safe. This is a button, then that you wanted to show a different icon. You could switch the texture easily and on the material level, this is where you can set tiling, say free 20 two by two or small, and also you can change the material color. And that would change sort of like the base for the tax year. You can also change the way the material hes used in the game, and we won't get into this too much. It's quite complicated, but just remember that you have objects, half materials. So now I contract this material. Yes, you can see I can put out different object so they know. And now this one also have. This one also has the same material. And what do we have on this material? Have this texture image that were imported 10. Photoshop (PSD) files: whenever you track and drop a new asset into the project panel Unity makes a copy of that file and moves that interior of project. And if you use photo shop for your graphic design, you can also use native PSD files. It could drag it into the project panel. Now you can see that this file here, that's our PSD and she right click on it and just open it, you photo shop. You can change it in real time, and it will change the texture on it. For example, shoes his tax to say Great, safe. I can see that this has been updated. And if we track this on top, if this key great with hand, try that again. Do something different, say save and you can see that has been updated in real time. So whenever you make any changes to these files in other applications, it would automatically update the file and the impact that the file has. You know, the assets and objects in the scene. This is great for artists designers. Unity recognizes all the major file formats for these tools, so can drop them in, open them up in your all the software and added the birth so that that's really handy 11. Asset Store: before I forget that safe this file. So I save it before now. I just named it one. Okay, so this is a a unity Firas a scene file. So So that's our scene. The next thing I want to talk about as Theus set store. Now, Unity has a built in marketplace for developers to exchange what they've created, and some of them are free. Some of them you have to pay for it. And what I want to do now is to find a interesting texture for material that we can use for a scene so you can see different categories in the asset store. So once again, I got a window and asked its store. And then this is where your CD acid story. So we click on textures and materials and that's fine. Something that looks kind of interesting. Let's try this one. Okay. So you can preview Yes, it. And since this one is free with hand, simply download it. Okay. Now it will have this pop up window that says importing package. You can review what's going to be important into your project. So this is similar to when you drag a file into your project when we drag those images into the project. So this is a similar kind of process. Except this is a file that's download it from Dasa's story. So it in point on now unit is important efforts. Give it a couple minutes. Shouldn't take that long. Okay, so it's finished closed toe assets story, so you can see that here we have a new folder and this is the one Was the new assets okay? And there a lot of different textures. We've been used here. That's pick one. That's it's kind of interesting. OK, that's create that's just used crate from before for one of the keys you can see now that cube, it's no longer just a que marrieds a great and with simply added this texture that we've down with it from the acid story, contrived some other types of materials or textures just drag and dropped them onto the objects you want to use. Um, that's the floor great. So can put a texture on the floor as well. So that works. Um, maybe we'll make it a little bit smaller. Something like that. Now this sleeping better. Let's try some other materials here No, the textures. Here, let's look a bit more interesting. A little bit less prototype D. Okay, let's go to the assets store again and see if we can find and, you know, so when you open up the s, that story is gonna have some of the featured acids. Um, some of them are quite useful on. We can talk about these later. If you guys are interested and you can see that gonna be using playmaker it, it's down here. But we're gonna be using a student version, so don't worry about that. For now. 30 mile does see if we can find any interesting characters to use. Let's try this fighter jet again. Download to set license agreement. So this one is from Unity Technologies. So unity, mate this asset, it's America Team magic. And that's important. This motto again, Same process. Close this. Now you can see that the asset is not in. The photo is just here. That's okay. We can create the photo here 16 just minutes, and it's a little bit message, so I'm gonna comes with list for you. Just so like these. I mean, this photo. Okay, so here we have the plane that we just important from the outset store. Same thing You contract an asset into the scene directly. We contracted Dean too. Hierarchy striking into the sea. Okay. No, have Oh, are airplane? It's a little bit too big, so I'm going to scale it down. Smaller. Actually, that looks good. Okay, now we have plane many one. So that's the asset store. It feel free to explore and play around with it. There are a lot of interesting tools and assets and different things. You can even down complete projects there as well. 12. Build Settings and Building the App: Okay, so we've got the scene set up, and it's true that the main camera and see what the player will see. So that's the main camera that's rotated. That's moved around a bit on a movie indeed. Crow's face. So I'm gonna get you're planning there, okay? And maybe lose this out, But you will scale up floor, and, uh, it's really take this town something with that and this goes to game V. You can see that this is when the player launches the game. This is what they don't see. I'm not too happy was this blue background here, And that's a setting on the main camera, that gloom so you can change the color. You can see that in a preview that is changing. It's just go with yellowish color. Now, later on, we can talk about adding a sky box, which will show a scar in the background. But for now, let's just use a solid color, and now you can see that the colors there I'm happy was as Let's save it. The next thing I want to do is I want to share this game with people, which means I need to compile it. I need to build it into a nap. So let's go to file bill settings. So build settings. This is where you can decide which seen it's gonna be in the game and currently, Well, we only have one scene, so I'm gonna drag this scene and put it here. So that's our only seen And I wanted to be in the game and down here you have different platforms, so you can target. And if you're new to unity, you might only have ah, thes three. I have an hour's license so I can help it to IOS. But for our purpose, that stick with what we have here and from here, that's click on PC Mac and Linux. Stand alone and you can decide which platform you on a target inside. I'm on a Mac, so I'm just gonna keep to set it here. I'm gonna worry too much about the rest. You can also click on player settings now, notice that the inspector changed. So this is where you can and your company name, product name the name of your game. And then you can change the icons and cursors here and a few more customization options down here, G. I think it's for the most part. You don't have to worry about this right now. This is useful when you are getting your game ready for for release. But for now, we're just gonna leave it the previous default. Okay, then you can click on built and call this still way. One wearable safe. It starts building the game for you. So I have a fairly simple scene, so you wouldn't take too long. But if you have a complicated scene, it might take a while. Okay, so now the AB has built can see that it's here where I've saved it. She double click on it, loans to game, and usually you will see this configuration window which allows the player to change the resolution of the APP. It's just picked a random one. For now, we can play now you have, and now you can send us file to your friends can send this file to you, share it with your classmates, and people can see what you've set up in your scene. Now, there's no interaction in the app because we haven't built any. But we have created your first app and it's basically shows the scene that you've set up. Okay, that's close. This one other thing you can full screen this part command F, and you can also come back to the window doing that. That's close This okay? Now let's say if you want to share with people that are potentially on a different platform that say you are on a PC and you want Oh, let your friend players on their max, you can switch to the Web player. Click on switch Platformer. Now you can notice that the Unity icon has changed and same thing you can go to player settings. So each platform has its own settings. Right now, I'm not going to change. Are most of these? Maybe we'll go with black background. You're more suitable for this. And click on build again. Give it a name. Sure. One player bowl. Okay, give it some time. Process. Okay, now is built because this you can see that there is a photo called Scotia Week one play. But what built and you have to fire was one as a unity three d file, which is are your game and then a t. And now fire, which you can use it launched again. So if you double click on this, go to your browser and start loading the game. Now. This is in a Web browser, so you can send these two files to anyone where you want to show the game with and they can play the game inside the browser again. There's no interaction, but that's fine. We'll get to that next week, and if you right click, you can go to full screen as well, like we did before. So that's how you built a game from Unity. And basically, that's a process you'll be doing fairly frequently. Once you start releasing games, releasing updates and even even on different platforms, it's the same process. Could file bill settings, search platform and built If you click on built in Ronald Bill in the role dramatically launching APP 13. Pivot vs Center: Now we have the plan in the scene. I want to talk quickly about the pivot point, and the center noticed this public here that says Center, if you click on it, will switch to pivot and usually let's click on a cube. Primitive, the center point in the Senate, and the pivot point is, are there at the same position for primitives. But for any sort of properly created 30 models, often times to center and the pivot are at two different patients, and this is useful when that say I want will take the plane in certain, Different in certain ways. But you can see that one is rotating around. The pivot point behaves very differently than if we're rotating from descended. So when is set to the centre, all the tools are acting relative to a center point when it sets, too. Pivot point. I was rotating around that pivot point, so we probably won't be using this concept much, you know, of course, for now, but it's nice to know that there are things different ways that you can rotate or manipulate your project out where your object with these different points 14. Wrap Up: So that's it for this week, and you have a few days before you have to set up your project, and I want you to do as start building a scene, start putting a objects play with the different textures of materials and the different tools to take to move or to scale the subject and, um, gold to the SS store and start playing with various different things. You confined there directly, go top free, and then you can potentially find some interesting models you can use. There are some city. This is an interesting one, so you can download these sort of city models to put into your scene just as a practice. Yeah, just Teoh. Get yourself used to moving around, manipulating objects in unity and also play around with the You are find something that works. That's for you. Are you doing the game tapped down here? So as I literally manipulate scene, I can directly see what's happening there as well. So guilty your student projects page, start your own project and start sharing what you've created with the class. You can take screenshots post screenshots very convict videos, or you can again go to no settings and built ab or a PC or a Mac AB and share with the class at legs to your project. I will share some of the tools I use for sharing files with people. Add that to the silver's so you can also use them as well. So there you have it. That's with one and have fun with it. And I will talk to you guys on Monday during the office hours. Thanks. 15. Extra – Skybox: I noticed a couple of things from the forum that I want to talk about first is I saw people using skyboxes, which is how you can add skies to your scene. Like notice how Right now we just have a background cola and it's no really that exciting. So I want to briefly talk about Scott boxes. We won't be using it. For the most part. I don't think we'll be using a flower the two games we're going to create. But it's a nice little tool if you're creating something a little bit bigger or required a skybox. So let me just real take the camera slightly so we can see in the game. You can see more of the background, and, uh, I don't have any scars. So skybox So imagine this scene as being in a huge box. I imagine everything you see here is inside a giant gigantic box. A skybox war actually just put a huge backgrounds for as a sky for this huge box that's containing the scene. So the first thing we need to do is we go to assets import package and fine skyboxes. So unity comes with a package of sky boxes that we can use. You can also find Mawr skyboxes from the assets store or around the web. Right? But that's import the standard package. Okay. And the importing package window again. Just important. It's gonna take a little bit of time, and now it's important. You can see that mean we now have a new photo called standard acids. If you import any unity packages that standard packages that comes with the application, they are most likely to appear here is tender ass is skyboxes. You can see you have a lot of new skyboxes that you can use, right? But the way you use this is by going into edit project settings, I'm sorry, Render settings. So again, I did renders settings. So rendering is a term that we use to describe how computers generate images. You render images onto the screen. So just don't worry about the turn of here. You don't feel familiar with it. Some of these terminologies aren't that sort of quick to get a hand on. But basically what we need to do now is just go to render settings and then here you can see that there a lot of different ways. You can change the scene. Um, I don't think that's gonna so if we turn on fog, change some of that. But I don't think that's effective in in the current set up right now. Eso that's not where that skybox material here click on this little, but it here, This is how you can select assets directly from this pop up window. So essentially, this is asked that this photo here thats window here shows SS that are related to this field. And another way to do that issue can also just drag an asset from this area to this field. So that may demonstrate. So the first way to do it is let's say we want sunny sky. Looks like an interesting sort of skies moon there. Okay, so another thing you notice is, as soon as I click away, click on an object or file, the inspector is gonna go to that particular object. So I need to go back at it under settings. And now we're looking at around the settings again. The Indy Inspector track this skybox into this field, right? So you can see that now we have sky great. And, uh, if we we'll take the camera, but more you could see that skybox sort of goes all the way around right now. Another way we can select. Let me just demonstrate how to use that by clicking on this button. And I will show you what the materials in the project. Right now, we can use a random when we can use crate. But if you notice that in the game, we just have this weird sort of looking material that doesn't quite worried because it's not set up had a skybox is the material is is not probably set up, so that's use a proper skybox material. Right? So one thing you can do is you can switch guy because these files have they have proper file names with skybox in it. Um, nice thing about this issue can click on different ones and see what they look like. Sort of preview them. All right, I'm gonna go with this. So kind of like a sunrise kind of sky, and then that sort of fits that lighting. We have the yellowish lighting. So when you do this, you can but just your lighting. According to the skybox I service to make it a more realistic. You don't have to, but it's kind of nice to do that. Okay, so that's how you used to skybox and related to that If he notice a Spartan here. We turned this off earlier to see the grid on the on this plan the extra Ukraine, but he should click on it. You can turn skybox on, and when you just meet U of U in the scene, you can see that's guy box. So if you think that's that's important to you, Teoh to be able to see that during editing, then you can. You can always do that. I I prefer to turn it off for the most part because everyone keep Teoh. Keep this view cleans. Can can many pillows my project of it a little bit easier. So that's skybox 16. Extra – Animations: another thing. That someone, I think a couple people mentioned Aziz. They're curious about the animation system. So we way off again. We won't be going into details since with the game. Creating doesn't actually have characters, but I'll just give you a quick overview of how that works. Let's start a new scene. And, um, that's that's grab a character from the acid story I know there are. I think that the Spartan King is free and pretty sure it comes. It comes with animation, so that's use that one. Okay, so tough it Spartan King and click on this. Yes, it comes with 11 animations, so we can use this as an example. Click on Important, Important. Okay. And that we can close out. Has this story to see. Where? Okay, here. Spartan Cane. So we have this photo added to a project, and you can see this character here called Spartan King. And it's a thought Fbx fire, which is a file format for three D models. Okay, So very similar to what we've been doing. We tracked this subject into the hierarchy or the scene. Okay, so that's character there. There's here. Don't worry about these For now, let's focus on him, right. Bizarre character. I'm also gonna add light. That's what. Can see a little bit better. Okay, Andre, just out of the way. Okay. Now you have this character here, and usually when you have a carcass set up, you will. Once you import a character, that's good. That's that's coming back here. Go back to your FB X file. And I'm assuming that if he want to have animations, you have some working knowledge of 30 animations and three D modeling of 30 or in general. So you go to your FB x file or your disk. Rippey, any sort of files from my our through gas max or even moto blender. What? Not you contract any of those file formats in here? In your words, Um, and you're you have all these different settings when you're import the model and ah, scale factor is good for matching up the different scale systems in different software. So if I change this here and you see that the character will instantly scale up and down because of this, um, but what? We want to pay attention to its animation, so click on animations and then you see the town of animation is that's that came with this model, right? So you can various different ways. You can import animations, but let's say you have a motto with animations. Probably important now in the game. Seen have this character. You will also want to add on animation component right now, this asset hysterically from the assets story, and this is set up for you. If you don't. If you grab something that's just a model, it doesn't have these components. You can always go to add component search animation and do that. I can't have that right now because it's already there. But that's how you would add it. If you don't have this and there is always a default animation, you can click on that button again, show and the animations available. And usually you want the default to be idle animation. And let's just give the strike said Give this a try, says play automatically. Yes, we wanted to play automatically, so when the game starts so we haven't explored this yet, But this is how you start the game, right? I can see that character now. I was playing in Eido Animation and, you know, if you noticed. But the animation is only played once, and then it stopped. Let's go back to the animation and see why that was the case. Okay, now go to animations wrap mode and there. Let's go change. There's two loop. So what that means is we'll continue to live the animation. Just continue playing the same animations over and over again in different ways. You can grab the animation. Ping Pong means it goes from the first frame to the last, and then from the last friend back to first intensive keeps doing that. But that's that's make that looking to stand just for now. Usually you want to do this separately from from From the important, but just for a purpose right now. Concede that. Okay, now he's gonna have the animation not looking. Okay, Let's see where, uh, where were wrong? There. Click on the CN. Um, okay, let's change this back to default. And that's just click on this Idol animation clip and see, We'll look into here. Right click on the information. Okay, let's change this to, um, live on the animation clip employ. And here you can sort of it just galoot. But that's not worry about that. Try that again. Americans here that he is looping. Not perfectly. There's it's a problem towards the end, but it's not worry about that. So that's the idea animation. And then you have in this animation component, you have this animations array, and you can decide how many animations you want to have on this character. And here on this particular set of its got 12 different animations and what you are creating, the directions you can call different intimations, and this character will go and acted out. So that's preview some of the other animations that's just said amiss default, and then you can see his character doing different things. So that was attack animation, And I'm pretty sure you can also preview and emissions here by clicking on these you tomorrow here so, you know, if you catch that. But before it was, it said no model. I was here for the for the preview, so we just track this model in here. You can speak now. You can preview animations here. That's his charging charge animation. So that's a quick overview of animations. And if you have more questions posed them in the Forum and I'll try to answer them. It's as quickly as possible, but for our games we won't be using this system. And actually there's a spent an entire courts on this, which I'm not gonna go into too much detail this time. But feel free jazz questions and I will try to answer as quickly as possible. 17. Extra – Particle Effects: I also remember seeing someone on a forum mentioning warnings and sort of whether facts water. I was maybe storm effect. And, uh, basically, the way you create effects spent, you want to do that with a particle system, which we're not gonna get into in this course in depth is it's a fairly large topic you can do go into a lot of details with that. But one quick way to do that for now, is he gonna guess its story again. And you can simply import a particle of fact that someone has built now, depending on how how everyone feel about, however it feels about the course. We can spend more time on this if people are interested. But for now, I'm just going to say that there are a lot of effects that's available. Some of them Friesen will not. And usually I tend to try to avoid reinventing the wheel. If there's something that you can use right away from here, that would be great. But if not, we can. We can always go back and talk about this somewhere, but that's that's just importance. Simple particle pack from unity talent. I just want to show you how this works and what this looks like. Okay, Important. Um, we'll close out acid store when it's done. So the way you use these particle effects are very similar to how you would any other came up check. Really? Okay, so it's importing on stuff. Close this. We should see some Lasses here. Simple particle. Frank's right. So? So, let's go to resource is click and just stating explosions. Why not? That will click on explosions and click on any one of us, and you can sort of preview them or like or see what some of that the settings are. That's kind of hard to I understand for now, But don't worry about it. It's just grab one and put it in a scene. You can see that I just had an explosion effect on screen. Now you can say anything to move it around can change the position and rotation of it and click away when whenever you selected. It's kind of sorry. Stop it, uh, click on simulate and it's gonna similarly that effect. I don't know why it didn't stop, but basically, when you click away, click back selected. It doesn't always stop So this particular one another stop. But see how that have to second stops and then that that's how you get your facts. And God knows, we'll see that became you. I'm trying different one. Now, this is a slain, and it's a continuous effect, Tatum. Okay, so now in the game, we have this flaming your fact, there are a lot of different facts we can add to your game. And, um, some people, their entire role in game development team is just building effect so you can spend you could really spend a lot of time creating these effects. Um, but for now, we're just gonna use what's available to us and again. One staring there, seeing they're just like any other came objects. Many plate them in the same way. 18. Extra – Project Walk Through Demo: So a few of you have asked me some help with the first project, and I think I'll use this opportunity to have a quick run through of what you need to do for the first project. So if you are having some trouble understanding, feel free to email me or post questions in the forum. And also check out this video and I will go through the first project with you. Okay, so let's see, What do we have? The first thing is create a basic scene. Inside unity was primitive. Game objects in various rotation scale and conditions. Okay, so let's go to file. You seen great. I already created you seen? So this is a new scene? Um, that's create some objects. I got a Q. Okay, that's a cube again. Out and left. Click Rotate the scene, and that's also create a plane. Okay, so we're gonna use that. That's pretend that's our floor. Okay. And then this floor, by pressing the intern return key. Thank you. I'm going to call this box one. Okay, pull this up again. W key goes to the position tool. He you press e on your keyboard. It's the rotation tool. Consider this has changed. Press are that's the scale scaling tool. So these three buttons and then Q is your grab tool for you to grab. She moved around. You're seeing another coming question that I saw was how do you turn out the grid that you can? If you want to see the grid, you can just turn off this click on this button and turn off skybox. That's then wouldn't see the grid on the floor. A few other things held down the right mouse happen can look around in this scene as well like that. And two million. Now you've seen the mouse Will. Okay, and remember this this little tool up here on the upper right inside this allows you to rotate your scene. So now we're looking at the scene from the right hand side from the front from left from the bag. You can rotate it this way or, if you click on why goes to top me, you come back front view top few from dear button thing, and you can also right click in the middle and choose view. You want to have to go back to top for you. It's got a free, free perspective and then free V. And another thing I didn't talk about yet, but I was gonna go into a little bit later, but here, I'm just gonna quickly mention it. If you click on this tax here is switches from a perspective view to NASA met isometric view, and it might not be fair obvious to you yet, but the press pain of perspective view things that are further away will appear smaller. Right? So if you look at these two lines that parallel But as they go further into distance, the distance between the two lines get smaller. So the objects in the distance, but smaller if you go, if you click on this Now we're looking at the scene from an isometric view. And then let's see, you can see that the two lines always they always have the same equal distance between these two lines, right? It doesn't matter how far away they you go into the distance state. They're gonna have the same distance between them. And that's how we if you are making a two d game, you're gonna set up your camera to have do you see mo to that. But in any case, this is a quick way to say, okay, if you want to look at things from the inside, you in a position, them that way, and it's a quick way to sort of help you move things around. Okay, let's come back to this. Okay, So now we have this cube, I'm gonna press. He rotated a little bit, I rotate it on different axes and you can see that we can Canosa rotate. Why changing this number and you can just click Ahlen hacks click on why? Click on Z. Remember that the positions here are, uh, that if your object is in the root level fantasist, the the global space. We'll talk about parenting, parent objects and Children up checks next week. Okay, so you will take it the object. Let's kill it. Skill Scare the object in different the different Texas as well. Okay, so that's one object so happy that I'm gonna make this floor bigger. Okay, let's create another one. Sure. Kind of. Here's a fear here and here again. I want to scare up. Okay. Okay. That's just one more. It's too Cylinder. Okay. It's care of the cylinder. Andi, just take it a little bit. Skerritt good. More okay. And remember can switch back and forth with the low Cohen global button here. Sorry. I just want to move it here to do that. Okay, so So we have some basic objects there. What's the next thing? Create an position, camera and lighting to just look of the game. So final camera click on it and it's you lose track of your objects that will click on them . I always find them that the scene tab will focus on that object. Double click on them. Okay, so we already have a camera here. Whenever you open up in the scene, there is always a main camera by default. Okay? And you can see the camera preview. This is what the game good player is going to see. I'm going to again drag this down down here so I can see exactly what game looks like. Okay, Now, um, we have to camera. I'm gonna change the background color to something else, right, Teoh? Gray color. Not super exciting, but that would be okay. And then that's put in for some lighting in there. Current favorite directional light. You don't have to position. That's the position off. A direction of life does not matter, but usually I just sort of movement, movie out of the way. Um, the rotation doesn't matter quite a bit. Right? So when you want to know where, how direction of lightness of hitting the objects. OK, do you something like that? Okay, you can see that in a game where you can see the changes as well. Okay, so that's flighting. And you can also change the color of the light. Sure. I think I'm gonna stick with White Knight and the intensity upright it is, and just leave it at people value. Um, okay, that's not worry too much about what the other, the other things. And okay, so that's lighting. If you want to experiment with different types of lighting, can do so here as well. We probably won't go into that until, uh, let's see. Well, we'll see what the games were making. If there's a need for we'll use it, but usually are fine. Directional light. Um, plenty. Enough sport for for our purpose. Okay. Okay. So that's good. Before we forget that safe scenes, we could go to file safe. See? And that's say this is Project one, Quick. Okay, save it. You can see that the fire was down here. This is the scene found. I would just say Okay. Yeah. So you can again change how big or small you want the How big? A small you want some now to like. I tend to like this. Listsview. Let's go with that. Okay, So what's the next thing at materials and trial as this story? So I'm gonna dio both of them at the same time. Okay, so that's cool, too. The assets store, then if that was to quite a window and that asset store. Okay, now wait for it to load. Okay? Did that's going to textures and materials. And, uh so what? That the we did one of these on the previous video. So let's try something different. Let's go to this hort surface shade. Er's right. So once it's loaded up can preview it, click on the image. Okay, this looks better. Get so let's go import. And you can simply click on important wait for to download and import into your project. Okay? And that's that's done. Close the assets store. Okay, and see. Okay, now we have this new photo called Hard Surface Free. Double click on it. Now, this is when I actually want to see what the material looks like. Go to shared materials and we can just try some of these materials. Could try that one. Let's put that one on the floor on. May be that one key. No. There. Okay, so now we have some interesting materials on our objects. I think that one this like Rusty Wouldn't con texture need to are actually transparent? Very cool. Right. So that's you Can you can dio materials that way If you want to just apply. That's that. So you have found a texture that looks cool that you want to use. You can also just directly track it on top of your object. Think in this case, the material? No, actually, using that texture, just taking a okay, but this is slightly different. But anyways, um, the reason why it didn't work was because the material was using a specific shader that that doesn't just take a texture, but usually you wouldn't have that problem anyhow, So that's that's when my shed for the requirement off the project. I think I still have some of the older tea rose that I've downloaded or created, and we can always use those as well, right? I need to keep changing these back for anyway. So that's that's how you do it, Sarah, if you can tile, the texture is wrong too much. I have this weird wooden texture food for it, which is which is fine. There's nothing wrong with that. Okay, so that's That's basically all you need to do for this project again. Feel free to experiment with more assets from the assets store. Um, the only downside to experimenting with that is gonna end up with a lot of files here, but we are going to start with a new project on Monday, and eso so don't worry about that. For now. Um, I think some of you have used of these other ones that you can of these other. You can try different 30 models. I think there's look at the city before, probably some trees and flowers that can use some really cool, cool stuff in here. So experimenting with that and poster progress, um, the skill, sheer page, and if you don't know how to do that to study student project and start your project. And we have a lot of interesting projects already, so I look forward to seeing more of them coming again. If you have any questions, just feel free to you know me or post them on the forum. And thanks for the students that's being helping each other out, replying to each other's questions. It's been great, so that's it and get back to your project.