‫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.