Welcome.
In this video, we are going to have a look at the user interface of unity.
So go ahead and open up unity and then create a new project by clicking on the new button right here.
Then you can give the project a name.
I'm going to call that one Unity Basics and I'm going to leave 3D as as the choice.
We don't need any asset packages that will be required if we already have some assets that we would
like to add.
For example, if we have some graphical objects already or if we have some functionality written somewhere
already, we can add that here.
Then the location is where it is saved on your machine.
We can enable unity analytics or not.
It will collect project data and provide the project metrics benchmarks against similar projects and
insights to player behavior.
As this is only really required as soon as we will publish the game, we don't need it for now.
So now let's go ahead and create a project by pressing on the button.
And then after a couple of seconds, unity should start up.
Then unity opens up and as you can see, there is already quite something to see.
A lot of different areas, a lot of different screen parts.
And now let's have a look at each of them in order to understand what's going on at the top, we have
the toolbar which allows us to change the way we can interact with the scene within Unity.
So for example, we can with the first one, we can move within the scene, with the first button with
this hand, then with the cross, we can go ahead and change objects positions within our game.
With the third one, we can change the rotation.
So for example, we can change our camera.
As you can see here in the camera preview, we can change the perspective of our camera, which means
we change the rotation.
Then the fourth button is there to change the size of an object, the scale, to be precise.
We will mainly do that within our inspector.
We'll have a look at that in a second.
And the fifth button is for UI elements.
So for the user interface and all of those five are the transform tools which allow us to change the
transform component of objects.
And in order to understand what the transform components are, we will have a closer look later on.
Now, in general, what you have is the hierarchy view, where you have all the different game objects
which are within your scene, so which are within your game or your level that you're currently in.
Then you have the scene view which allows you to see the game from a developer perspective where you
can see all the objects.
So let's just create a object real quick.
Let's create a cube.
This cube now is within our scene and we can see it here in the hierarchy on the left hand side.
And this cube has a different perspective here in the game view.
So this is how the game will actually look like if we start it now in the scene view, however, we
can move around with WAC or with the arrow keys and we can hold the mouse in order to right click,
hold the mouse in order to move around in here.
So you can see there are three objects in here currently in the hierarchy, which is the main camera,
the directional lighting, which is this little sun here and our cube.
And each of them has a different kind of information in the inspector.
So you can see that every single one of them has an inspector view.
And in that inspector view you have multiple information.
You have, for example, the transform component, which is always active for every single object that
there is.
You will have a transformed component.
There are no game objects which don't have the transform component.
However, they differ in other components.
So for example, the main camera has a has a camera component, a gooey layer component if layer, layer
and so on.
Our cube has a transform component, a cube component, a box collider component edge and a mesh render
component.
You don't need to understand yet what all of those are.
We will cover them later on.
It's just important for you to understand that the inspector gives you detailed information about the
game object that you currently have selected.
Then we have the assets store here in the center as well, and here you can search for assets.
They can either be free or paint assets which you then can use for your games.
So for example, if you want to have specific graphics and you find them in the asset store, you can
use them for your game.
However, you have to of course consider how much they cost.
Many are free.
You can find very great assets for free without having to pay anything.
Then we have at the bottom our project view which allows us to see all our project elements.
So for example, all the assets that we have and assets could be anything, it could be any script,
it could be any player object, any graphic, any kind of resource that we are using for our game and
that is physically stored on your hard drive.
You can find it in the projects folder.
So for example, if I create a C-sharp script here and I'm going to call it test, then I can reveal
it in Finder V are right click and reveal in Finder and that will show me my test case file.
Then you have the console which allows you to see programming relative.
Information that you can debug, for example, or that you can print via code, which allows you to
see where in the code you are currently or what kind of code was run at a specific point and so on.
We will use the console later on as well.
These are not all the relevant windows that there are.
You can, for example, go to window and you can find the windows here as well.
So for example, if you somehow manage to get rid of your game tab, you can always find it on the window
game and it will be opened up as a pop up.
You can drag it into this area here in the center again.
So to summarize it, we have the hierarchy view on the left hand side, we have the toolbar at the top,
we have the scene view and the center.
When clicking on the scene, we have the game view.
If we click on game, then we have the inspector window on the right hand side and the project window
at the bottom.
But that doesn't have to be like that, and I'll show you what that means in the next video.
But before that, I want to show you some more buttons.
We have those two buttons here, which I haven't covered yet, and they are transformed gizmo toggles.
We will use them later on when moving an object.
So for example, we have this object here and it has a position and it has a local position or a global
position and we can center it or pivoted what that means will be covered later on.
Then we have those three buttons here, which is play, pause and step.
So this one will start the game, this one will pause the game and that one will go to the next step.
So, for example, if I run a play button or press the play button, I will go into play mode and we
can see I'm in the game view now and I can see our little queue here.
All right.
So we will see in the next video how we can change our setup and change the interface to our liking.
See you there.