Getting to know unity, special thanks to JUST and my friend Ruba Al-Saa'di and Dr. Natheer.
We are waiting for Patented a small request caused a technology revolution.
This presentation is the Unity3D workshop head lines held by Amirkabir University of Technology in Tehran. An introduction to Unity3D game engine consist of history of video games, types of game engines and video game consoles. There are more details about interface and start working with Unity3D.
by: Mohsen Mirhoseini Argi
This presentation is the Unity3D workshop head lines held by Amirkabir University of Technology in Tehran. An introduction to Unity3D game engine consist of history of video games, types of game engines and video game consoles. There are more details about interface and start working with Unity3D.
by: Mohsen Mirhoseini Argi
Introduction to Unity3D and Building your First GameSarah Sexton
In Phase One, we will cover the basics of using the Unity editor’s interface, customizing the workspace, building a 3D environment, and adding sound effects.
In Phase Two, we will import a player character asset, learn about Animator Controllers, make animations, set up physics and gravity, and add player movement scripts.
In Phase Three, we will set up our Camera and write a script to make the camera follow our player character.
Unity 3d is a popular game engine used to design games for mobiles,xbox etc.
It was developed by unity technologies and it was useful to those who want to start game designing
An introductory presentation about the Unity game engine given at GarageGeeks HQ in 2012, meant to bring programmers who have no game development experience up to speed with Unity
Lecture 6 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture provides an introduction to Unity 3D. Look for the other 9 lectures in the course.
The Unity engine is well versed in creating 3D, 2D, AR, and VR games as well as simulations and other experiences. There are various other industries apart from gaming like film, automotive, construction, and architecture, etc. that have adopted this engine due to its advantages. The latest Unity version is version 2020.2.2 that was released in January 2021.
Game Development workshop with Unity3D.Ebtihaj khan
Game development using Unity3D
May 2015
This lecture was given by Ebtihaj at various universities in Peshawar, Pakistan.
The talk begins with what really a game is, and how can you differentiate it from an ordinary software and a movie.
After that the focus is shifted to how are games made and how big is the gaming industry.
Later on Unity3D and its basic components are introduced with a hands on workshop.
Unity is a cross-platform game engine developed by Unity Technologies,[4] first announced and released in June 2005 at Apple Inc.'s Worldwide Developers Conference as an OS X-exclusive game engine. As of 2018, the engine has been extended to support 27 platforms.[5] The engine can be used to create both three-dimensional and two-dimensional games as well as simulations for desktops and laptops, home consoles, smart TVs, and mobile devices. Several major versions of Unity have been released since its launch, with the latest stable version being Unity 2018.2.2, released on August 10, 2018.[6]
Unity gives users the ability to create games in both 2D and 3D, and the engine offers a primary scripting API in C#, for both the Unity editor in the form of plugins, and games themselves, as well as drag and drop functionality. Prior to C# being the primary programming language used for the engine, it previously supported Boo, which was removed in the Unity 5[7] release, and a version of JavaScript called UnityScript, which was deprecated in August 2017 after the release of Unity 2017.1 in favor of C#.[8]
The engine has support for the following graphics APIs: Direct3D on Windows and Xbox One; OpenGL on Linux, macOS, and Windows; OpenGL ES on Android and iOS; WebGL on the web; and proprietary APIs on the video game consoles. Additionally, Unity supports the low-level APIs Metal on iOS and macOS and Vulkan on Android, Linux, and Windows, as well as Direct3D 12 on Windows and Xbox One.
Introduction to Unity3D and Building your First GameSarah Sexton
In Phase One, we will cover the basics of using the Unity editor’s interface, customizing the workspace, building a 3D environment, and adding sound effects.
In Phase Two, we will import a player character asset, learn about Animator Controllers, make animations, set up physics and gravity, and add player movement scripts.
In Phase Three, we will set up our Camera and write a script to make the camera follow our player character.
Unity 3d is a popular game engine used to design games for mobiles,xbox etc.
It was developed by unity technologies and it was useful to those who want to start game designing
An introductory presentation about the Unity game engine given at GarageGeeks HQ in 2012, meant to bring programmers who have no game development experience up to speed with Unity
Lecture 6 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture provides an introduction to Unity 3D. Look for the other 9 lectures in the course.
The Unity engine is well versed in creating 3D, 2D, AR, and VR games as well as simulations and other experiences. There are various other industries apart from gaming like film, automotive, construction, and architecture, etc. that have adopted this engine due to its advantages. The latest Unity version is version 2020.2.2 that was released in January 2021.
Game Development workshop with Unity3D.Ebtihaj khan
Game development using Unity3D
May 2015
This lecture was given by Ebtihaj at various universities in Peshawar, Pakistan.
The talk begins with what really a game is, and how can you differentiate it from an ordinary software and a movie.
After that the focus is shifted to how are games made and how big is the gaming industry.
Later on Unity3D and its basic components are introduced with a hands on workshop.
Unity is a cross-platform game engine developed by Unity Technologies,[4] first announced and released in June 2005 at Apple Inc.'s Worldwide Developers Conference as an OS X-exclusive game engine. As of 2018, the engine has been extended to support 27 platforms.[5] The engine can be used to create both three-dimensional and two-dimensional games as well as simulations for desktops and laptops, home consoles, smart TVs, and mobile devices. Several major versions of Unity have been released since its launch, with the latest stable version being Unity 2018.2.2, released on August 10, 2018.[6]
Unity gives users the ability to create games in both 2D and 3D, and the engine offers a primary scripting API in C#, for both the Unity editor in the form of plugins, and games themselves, as well as drag and drop functionality. Prior to C# being the primary programming language used for the engine, it previously supported Boo, which was removed in the Unity 5[7] release, and a version of JavaScript called UnityScript, which was deprecated in August 2017 after the release of Unity 2017.1 in favor of C#.[8]
The engine has support for the following graphics APIs: Direct3D on Windows and Xbox One; OpenGL on Linux, macOS, and Windows; OpenGL ES on Android and iOS; WebGL on the web; and proprietary APIs on the video game consoles. Additionally, Unity supports the low-level APIs Metal on iOS and macOS and Vulkan on Android, Linux, and Windows, as well as Direct3D 12 on Windows and Xbox One.
Introduction to Game Programming: Using C# and Unity 3D - Chapter 2 (Preview)noorcon
The reader is introduced to the Unity 3D IDE. The basic sections of the IDE are defined and explained. The reader is show how to navigate within the IDE and create GameObjects. How to perform transformations and etc… The Inspector Window is also discussed.
Introduction to Game Programming: Using C# and Unity 3D - Chapter 3 (Preview)noorcon
We go deeper into the concept of GameObjefts. How to create them, how to add components. Scripts are discussed and shown how they can be converted into components and attached to the GameObject. Finally the concept of Prefab and parent/child relationship are discussed.
This presentation is demonstration about database migration example by consuming such services in the cloud, introducing cloudEndure, and success stories.
challenges and difficulties that you may think when you are trying to use cloud services which maybe used in many fields with also customers success stories in consuming such services.
The importance of security topic in the cloud and you should responsible of your data type in the cloud, covering AWS compilance and design, Detecting threats
The presentation is overview about the AWS digital transformation event, with various range of information about AWS services and customers success stories.
Field Employee Tracking System| MiTrack App| Best Employee Tracking Solution|...informapgpstrackings
Keep tabs on your field staff effortlessly with Informap Technology Centre LLC. Real-time tracking, task assignment, and smart features for efficient management. Request a live demo today!
For more details, visit us : https://informapuae.com/field-staff-tracking/
Check out the webinar slides to learn more about how XfilesPro transforms Salesforce document management by leveraging its world-class applications. For more details, please connect with sales@xfilespro.com
If you want to watch the on-demand webinar, please click here: https://www.xfilespro.com/webinars/salesforce-document-management-2-0-smarter-faster-better/
Navigating the Metaverse: A Journey into Virtual Evolution"Donna Lenk
Join us for an exploration of the Metaverse's evolution, where innovation meets imagination. Discover new dimensions of virtual events, engage with thought-provoking discussions, and witness the transformative power of digital realms."
Custom Healthcare Software for Managing Chronic Conditions and Remote Patient...Mind IT Systems
Healthcare providers often struggle with the complexities of chronic conditions and remote patient monitoring, as each patient requires personalized care and ongoing monitoring. Off-the-shelf solutions may not meet these diverse needs, leading to inefficiencies and gaps in care. It’s here, custom healthcare software offers a tailored solution, ensuring improved care and effectiveness.
Into the Box Keynote Day 2: Unveiling amazing updates and announcements for modern CFML developers! Get ready for exciting releases and updates on Ortus tools and products. Stay tuned for cutting-edge innovations designed to boost your productivity.
How to Position Your Globus Data Portal for Success Ten Good PracticesGlobus
Science gateways allow science and engineering communities to access shared data, software, computing services, and instruments. Science gateways have gained a lot of traction in the last twenty years, as evidenced by projects such as the Science Gateways Community Institute (SGCI) and the Center of Excellence on Science Gateways (SGX3) in the US, The Australian Research Data Commons (ARDC) and its platforms in Australia, and the projects around Virtual Research Environments in Europe. A few mature frameworks have evolved with their different strengths and foci and have been taken up by a larger community such as the Globus Data Portal, Hubzero, Tapis, and Galaxy. However, even when gateways are built on successful frameworks, they continue to face the challenges of ongoing maintenance costs and how to meet the ever-expanding needs of the community they serve with enhanced features. It is not uncommon that gateways with compelling use cases are nonetheless unable to get past the prototype phase and become a full production service, or if they do, they don't survive more than a couple of years. While there is no guaranteed pathway to success, it seems likely that for any gateway there is a need for a strong community and/or solid funding streams to create and sustain its success. With over twenty years of examples to draw from, this presentation goes into detail for ten factors common to successful and enduring gateways that effectively serve as best practices for any new or developing gateway.
Understanding Globus Data Transfers with NetSageGlobus
NetSage is an open privacy-aware network measurement, analysis, and visualization service designed to help end-users visualize and reason about large data transfers. NetSage traditionally has used a combination of passive measurements, including SNMP and flow data, as well as active measurements, mainly perfSONAR, to provide longitudinal network performance data visualization. It has been deployed by dozens of networks world wide, and is supported domestically by the Engagement and Performance Operations Center (EPOC), NSF #2328479. We have recently expanded the NetSage data sources to include logs for Globus data transfers, following the same privacy-preserving approach as for Flow data. Using the logs for the Texas Advanced Computing Center (TACC) as an example, this talk will walk through several different example use cases that NetSage can answer, including: Who is using Globus to share data with my institution, and what kind of performance are they able to achieve? How many transfers has Globus supported for us? Which sites are we sharing the most data with, and how is that changing over time? How is my site using Globus to move data internally, and what kind of performance do we see for those transfers? What percentage of data transfers at my institution used Globus, and how did the overall data transfer performance compare to the Globus users?
Enterprise Resource Planning System includes various modules that reduce any business's workload. Additionally, it organizes the workflows, which drives towards enhancing productivity. Here are a detailed explanation of the ERP modules. Going through the points will help you understand how the software is changing the work dynamics.
To know more details here: https://blogs.nyggs.com/nyggs/enterprise-resource-planning-erp-system-modules/
top nidhi software solution freedownloadvrstrong314
This presentation emphasizes the importance of data security and legal compliance for Nidhi companies in India. It highlights how online Nidhi software solutions, like Vector Nidhi Software, offer advanced features tailored to these needs. Key aspects include encryption, access controls, and audit trails to ensure data security. The software complies with regulatory guidelines from the MCA and RBI and adheres to Nidhi Rules, 2014. With customizable, user-friendly interfaces and real-time features, these Nidhi software solutions enhance efficiency, support growth, and provide exceptional member services. The presentation concludes with contact information for further inquiries.
In 2015, I used to write extensions for Joomla, WordPress, phpBB3, etc and I ...Juraj Vysvader
In 2015, I used to write extensions for Joomla, WordPress, phpBB3, etc and I didn't get rich from it but it did have 63K downloads (powered possible tens of thousands of websites).
Prosigns: Transforming Business with Tailored Technology SolutionsProsigns
Unlocking Business Potential: Tailored Technology Solutions by Prosigns
Discover how Prosigns, a leading technology solutions provider, partners with businesses to drive innovation and success. Our presentation showcases our comprehensive range of services, including custom software development, web and mobile app development, AI & ML solutions, blockchain integration, DevOps services, and Microsoft Dynamics 365 support.
Custom Software Development: Prosigns specializes in creating bespoke software solutions that cater to your unique business needs. Our team of experts works closely with you to understand your requirements and deliver tailor-made software that enhances efficiency and drives growth.
Web and Mobile App Development: From responsive websites to intuitive mobile applications, Prosigns develops cutting-edge solutions that engage users and deliver seamless experiences across devices.
AI & ML Solutions: Harnessing the power of Artificial Intelligence and Machine Learning, Prosigns provides smart solutions that automate processes, provide valuable insights, and drive informed decision-making.
Blockchain Integration: Prosigns offers comprehensive blockchain solutions, including development, integration, and consulting services, enabling businesses to leverage blockchain technology for enhanced security, transparency, and efficiency.
DevOps Services: Prosigns' DevOps services streamline development and operations processes, ensuring faster and more reliable software delivery through automation and continuous integration.
Microsoft Dynamics 365 Support: Prosigns provides comprehensive support and maintenance services for Microsoft Dynamics 365, ensuring your system is always up-to-date, secure, and running smoothly.
Learn how our collaborative approach and dedication to excellence help businesses achieve their goals and stay ahead in today's digital landscape. From concept to deployment, Prosigns is your trusted partner for transforming ideas into reality and unlocking the full potential of your business.
Join us on a journey of innovation and growth. Let's partner for success with Prosigns.
OpenFOAM solver for Helmholtz equation, helmholtzFoam / helmholtzBubbleFoamtakuyayamamoto1800
In this slide, we show the simulation example and the way to compile this solver.
In this solver, the Helmholtz equation can be solved by helmholtzFoam. Also, the Helmholtz equation with uniformly dispersed bubbles can be simulated by helmholtzBubbleFoam.
Cyaniclab : Software Development Agency Portfolio.pdfCyanic lab
CyanicLab, an offshore custom software development company based in Sweden,India, Finland, is your go-to partner for startup development and innovative web design solutions. Our expert team specializes in crafting cutting-edge software tailored to meet the unique needs of startups and established enterprises alike. From conceptualization to execution, we offer comprehensive services including web and mobile app development, UI/UX design, and ongoing software maintenance. Ready to elevate your business? Contact CyanicLab today and let us propel your vision to success with our top-notch IT solutions.
Globus Compute wth IRI Workflows - GlobusWorld 2024Globus
As part of the DOE Integrated Research Infrastructure (IRI) program, NERSC at Lawrence Berkeley National Lab and ALCF at Argonne National Lab are working closely with General Atomics on accelerating the computing requirements of the DIII-D experiment. As part of the work the team is investigating ways to speedup the time to solution for many different parts of the DIII-D workflow including how they run jobs on HPC systems. One of these routes is looking at Globus Compute as a way to replace the current method for managing tasks and we describe a brief proof of concept showing how Globus Compute could help to schedule jobs and be a tool to connect compute at different facilities.
Accelerate Enterprise Software Engineering with PlatformlessWSO2
Key takeaways:
Challenges of building platforms and the benefits of platformless.
Key principles of platformless, including API-first, cloud-native middleware, platform engineering, and developer experience.
How Choreo enables the platformless experience.
How key concepts like application architecture, domain-driven design, zero trust, and cell-based architecture are inherently a part of Choreo.
Demo of an end-to-end app built and deployed on Choreo.
Code reviews are vital for ensuring good code quality. They serve as one of our last lines of defense against bugs and subpar code reaching production.
Yet, they often turn into annoying tasks riddled with frustration, hostility, unclear feedback and lack of standards. How can we improve this crucial process?
In this session we will cover:
- The Art of Effective Code Reviews
- Streamlining the Review Process
- Elevating Reviews with Automated Tools
By the end of this presentation, you'll have the knowledge on how to organize and improve your code review proces
First Steps with Globus Compute Multi-User EndpointsGlobus
In this presentation we will share our experiences around getting started with the Globus Compute multi-user endpoint. Working with the Pharmacology group at the University of Auckland, we have previously written an application using Globus Compute that can offload computationally expensive steps in the researcher's workflows, which they wish to manage from their familiar Windows environments, onto the NeSI (New Zealand eScience Infrastructure) cluster. Some of the challenges we have encountered were that each researcher had to set up and manage their own single-user globus compute endpoint and that the workloads had varying resource requirements (CPUs, memory and wall time) between different runs. We hope that the multi-user endpoint will help to address these challenges and share an update on our progress here.
In software engineering, the right architecture is essential for robust, scalable platforms. Wix has undergone a pivotal shift from event sourcing to a CRUD-based model for its microservices. This talk will chart the course of this pivotal journey.
Event sourcing, which records state changes as immutable events, provided robust auditing and "time travel" debugging for Wix Stores' microservices. Despite its benefits, the complexity it introduced in state management slowed development. Wix responded by adopting a simpler, unified CRUD model. This talk will explore the challenges of event sourcing and the advantages of Wix's new "CRUD on steroids" approach, which streamlines API integration and domain event management while preserving data integrity and system resilience.
Participants will gain valuable insights into Wix's strategies for ensuring atomicity in database updates and event production, as well as caching, materialization, and performance optimization techniques within a distributed system.
Join us to discover how Wix has mastered the art of balancing simplicity and extensibility, and learn how the re-adoption of the modest CRUD has turbocharged their development velocity, resilience, and scalability in a high-growth environment.
4. Project View
• Every Unity project contains an Assets folder.
• The contents of this folder are presented in the
Project View.
• This is where you store all the assets that make
up your game, like scenes, scripts, 3D models,
textures, audio files, and Prefabs.
• If you right-click on any asset in the Project View,
you can choose Reveal in Explorer (Reveal in
Finder on Mac) to actually see the asset itself in
your file system.
5. Project View
• To add assets to your project, you can drag any file
from your OS into the Project View, or use Assets-
>Import New Asset. Your asset is now ready to be used
in your game. More information about working with
assets to be presented later in Asset Workflow.
• Scenes are also stored in the Project View. Think of
these as individual levels. To create a new Scene, use
Control-N. To save the current Scene into the Project
View, use Control-S.
• Some game assets need to be created from within
Unity. To do this, use the Create drop-down, or right
click->Create. (see the image in the next slide)
6. Creating new Asset
This will allow you to add scripts, Prefabs, or folders to keep your project organized. You
can rename any asset/folder by pressing F2 on Windows, or with two paced clicks on the
asset name. If you hold the Alt key while you expand or contract a directory, all
subdirectories will also be expanded or contracted.
7. Hierarchy
• The Hierarchy contains every GameObject in the current Scene.
• GameObject are:
– Direct instances of asset files like 3D models.
– Instances of Prefabs
• As objects are added and removed from the scene, they will appear and
disappear from the Hierarchy as well.
8. Parenting
• Unity uses a concept called Parenting. To make
any GameObject the child of another, drag the
desired child onto the desired parent in the
Hierarchy.
• A child will inherit the movement and rotation
of its parent. You can now expand and
contract the parent to see its children in the
Hierarchy without affecting your game.
9. Parenting
Two unparented objects One object parented to another
We will learn more about Parenting in the Transform Component topic.
10. Toolbar
• The Toolbar consists of five basic controls.
Each relate to different parts of the Editor.
11. Scene View
The Scene View is your interactive sandbox. You will use the Scene View to select and
position environments, the player, the camera, enemies, and all other GameObjects.
Maneuvering and manipulating objects within the Scene View are some of the most
important functions in Unity, so it's important to be able to do them quickly.
12. Scene View Navigation
• See Scene View Navigation for full details on navigating
the scene view. Here's a brief overview of the essentials:
– Hold the right mouse button to enter Flythrough mode. This
turns your mouse and WASD keys (plus Q and E for up and
down) into quick first-person view navigation.
– Select any GameObject and press the F key. This will center
the Scene View and pivot point on the selection.
– Use the arrow keys to move around on the X/Z plane.
– Hold Alt and click-drag to orbit the camera around the current
pivot point.
– Hold Alt and middle click-drag to drag the Scene View camera
around.
– Hold Alt and right click-drag to zoom the Scene View. This is
the same as scrolling with your mouse wheel.
13. Scene View Navigation
You might also find use in the Hand Tool (shortcut: Q), especially if you
are using a one-button mouse. With the Hand tool is selected,
In the upper-right corner of the Scene View is the Scene Gizmo. This displays
the Scene Camera's current orientation, and allows you to quickly modify
the viewing angle.
14. Scene View Control Bar
• The Scene View control bar lets you see the scene
in various view modes - Textured, Wireframe,
RGB, Overdraw, and many others. It will also
enable you to see (and hear) in-game lighting,
game elements, and sound in the Scene View. See
View Modes for all the details.
15. Game View
• The Game View is rendered from the
Camera(s) in your game. It is representative of
your final, published game. You will need to
use one or more Cameras to control what the
player actually sees when they are playing
your game. We will discuss more about
Cameras, in the Camera Component page.
16. Play Mode
• Use the buttons in the Toolbar to control the
Editor Play Mode and see how your published
game will play. While in Play mode, any
changes you make are temporary, and will be
reset when you exit Play mode. The Editor UI
will darken to remind you of this.
17. Game View Control Bar
• The first drop-down on the Game View control bar is the Aspect
Drop-down. Here, you can force the aspect ratio of the Game View
window to different values. It can be used to test how your game
will look on monitors with different aspect ratios.
• Further to the right is the Maximize on Play toggle. While enabled,
the Game View will maximize itself to 100% of your Editor Window
for a nice full-screen preview when you enter Play mode.
• Continuing to the right is the Gizmos toggle. While enabled, all
Gizmos that appear in Scene View will also be drawn in Game View.
This includes Gizmos drawn using any of the Gizmos class functions.
• Finally we have the Stats button. This shows Rendering Statistics
window that is very useful for Optimizing Graphics Performance.
19. Inspector
• Games in Unity are made up of multiple GameObjects that contain
meshes, scripts, sounds, or other graphical elements like Lights. The
Inspector displays detailed information about your currently
selected GameObject, including all attached Components and their
properties. Here, you modify the functionality of GameObjects in
your scene. Later we will discuss more about about the
GameObject-Component relationship.
• Any property that is displayed in the Inspector can be directly
modified. Even script variables can be changed without modifying
the script itself. You can use the Inspector to change variables at
runtime to experiment and find the magic gameplay for your game.
In a script, if you define a public variable of an object type (like
GameObject or Transform), you can drag and drop a GameObject or
Prefab into the Inspector to make the assignment.
20. Inspector
Assigning script variable in
the inspector window
Click the question mark beside any
Component name in the Inspector to
load its Component Reference page.
Please view the Component Reference
for a complete and detailed guide to all
of Unity's Components.
21. Inspector
• Use the Layer drop-down to assign a rendering Layer to the
GameObject. Use the Tag drop-down to assign a Tag to this
GameObject.
22. Other Views
• The Console shows logs of messages, warnings, and
errors.
• The Animation View can be used to animate objects in
the scene.
• The Profiler can be used to investigate and find the
performance bottle-necks in your game.
• The Asset Server View can be used to manage version
control of the project using Unity's Asset Server.
• The Lightmapping View can be used to manage
lightmaps using Unity's built-in lightmapping.
• The Occlusion Culling View can be used to manage
Occlusion Culling for improved performance.
23. Customizing Your Workspace
You can customize your Layout of Views by click-dragging the Tab of any View to one
of several locations. Dropping a Tab in the Tab Area of an existing window will add the
Tab beside any existing Tabs. Alternatively, dropping a Tab in any Dock Zone will add
the View in a new window.
24. Asset Workflow
• Here we'll explain the steps to use a single
asset with Unity. These steps are general and
are meant only as an overview for basic
actions. For the example, we'll talk about
using a 3D mesh.
25. Create Rough Asset
• Use any supported 3D modeling package to create a rough version of your
asset. Our example will use Maya. Work with the asset until you are ready
to save. For a list of applications that are supported by Unity:
• Maya
• Cinema 4D
• 3ds Max
• Cheetah3D
• Modo
• Lightwave
• Blender
• Other applications: unity can read .FBX, .dae, .3DS, .dxf and .obj files, so if
your program can export to this format you're home free. FBX exporters
for popular 3D packages can be found here. Many packages also have a
Collada exporter available.
26. Import
• When you save your asset initially, you should save it normally to
the Assets folder in your Project folder.
• When you open the Unity project, the asset will be detected and
imported into the project. When you look in the Project View, you'll
see the asset located there, right where you saved it.
• Note that Unity uses the FBX exporter provided by your modeling
package to convert your models to the FBX file format. You will
need to have the FBX exporter of your modeling package available
for Unity to use.
• Alternatively, you can directly export as FBX from your application
and save in the Projects folder. For a list of applications that are
supported by Unity, please see this page.
27. Adding Asset to the Scene
• Simply click and drag the mesh from the
Project View to the Hierarchy or Scene View to
add it to the Scene. When you drag a mesh to
the scene, you are creating a GameObject that
has a Mesh Renderer Component.
• If you are working with a texture or a sound
file, you will have to add it to a GameObject
that already exists in the Scene or Project.
28. Putting Different Assets Together
• Here is a brief description of the relationships
between the most common assets
– A Texture is applied to a Material
– A Material is applied to a GameObject (with a
Mesh Renderer Component)
– An Animation is applied to a GameObject (with an
Animation Component)
– A sound file is applied to a GameObject (with an
Audio Source Component)
29. Creating a Prefab
• Prefabs are a collection of GameObjects & Components
that can be re-used in your scenes. Several identical objects
can be created from a single Prefab, called instancing.
• Take trees for example. Creating a tree Prefab will allow you
to instance several identical trees and place them in your
scene. Because the trees are all linked to the Prefab, any
changes that are made to the Prefab will automatically be
applied to all tree instances. So if you want to change the
mesh, material, or anything else, you just make the change
once in the Prefab and all the other trees inherit the
change. You can also make changes to an instance, and
choose GameObject->Apply Changes to Prefab from the
main menu. This can save you lots of time during setup and
updating of assets.
30. Creating a Prefab
• When you have a GameObject that contains multiple
Components and a hierarchy of child GameObjects,
you can make a Prefab of the top-level GameObject (or
root), and re-use the entire collection of GameObjects.
• Think of a Prefab as a blueprint for a structure of
GameObjects. All the Prefab clones are identical to the
blueprint. Therefore, if the blueprint is updated, so are
all the clones. There are different ways you can update
the Prefab itself by changing one of its clones and
applying those changes to the blueprint. We will
explain more about this in Prefabs page.
31. Creating Prefab
• To create a Prefab from a GameObject in your
scene
• Create a new Prefab in your Project View.
• Name the new Prefab whatever you like.
• Click on the Game Object in the scene that you
want to make into a Prefab. Drag it to the new
Prefab
• You should see the Game Object's name text turn
blue.
• You have now created a re-usable prefab.
32. Updating Assets
• You have imported, instantiated, and linked your asset to a
Prefab.
• Now when you want to edit your source asset, just double-
click it from the Project View.
• The appropriate application will launch, and you can make
any changes you want.
• When you're done updating it, just Save it.
• Then, when you switch back to Unity, the update will be
detected, and the asset will be re-imported.
• The asset's link to the Prefab will also be maintained.
• So the effect you will see is that your Prefab will
update.That's all you have to know to update assets. Just
open it and save!
33. Creating Scenes
• Scenes contain the objects of your game.
• They can be used to create a main menu,
individual levels, and anything else.
• Think of each unique Scene file as a unique
level.
• In each Scene, you will place your
environments, obstacles, and decorations,
essentially designing and building your game
in pieces.
34. Instancing Prefabs
• Once you've created a Prefab, you can quickly
and easily make copies of the Prefab, called an
Instance.
• To create an instance of any Prefab, drag the
Prefab from the Project View to the Hierarchy
or Scene View.
• Now you have a unique instance of your
Prefab to position and tweak as you like.
35. Adding Component & Scripts
• When you have a Prefab or any GameObject highlighted,
you can add additional functionality to it by using
Components.
• Scripts are a type of Component.
• To add a Component, just highlight your GameObject and
select a Component from the Component menu. You will
then see the Component appear in the Inspector of the
GameObject. Scripts are also contained in the Component
menu by default.
• If adding a Component breaks the GameObject's
connection to its Prefab, you can always use GameObject-
>Apply Changes to Prefab from the menu to re-establish
the link.
36. Placing GameObjects
• Once your GameObject is in the scene, you
can use the Transform Tools to position it
wherever you like.
• Additionally, you can use the Transform values
in the Inspector to fine-tune placement and
rotation.
37. Working with Cameras
• You can position, rotate, and parent cameras just like
any other GameObject.
• A camera is just a GameObject with a Camera
Component attached to it.
• Therefore it can do anything a regular GameObject can
do, and then some camera-specific functions too.
• There are also some helpful Camera scripts that are
installed with the standard assets package when you
create a new project. You can find them in
Components->Camera-Control from the menu.
38. Lights
• Except for some very few cases, you will always
need to add Lights to your scene.
• There are three different types of lights, and all of
them behave a little differently from each other.
The important thing is that they add atmosphere
and ambience to your game.
• Different lighting can completely change the
mood of your game, and using lights effectively
will be an important subject to learn.
39. Publishing Builds
• At any time while you are creating your game,
you might want to see how it looks when you
build and run it outside of the editor as a
standalone or web player.
• Next we will explain how to access the Build
Settings and how to create different builds of
your games.
40. Publishing Builds
• File->Build Settings... is the menu item to access the
Build Settings window. It pops up an editable list of the
scenes that will be included when you build your
game.
41. Publishing Builds
• Games developed with unity may be deployed
to:
• Desktop
– Web Player Streaming
– Offline webplayer deployment
– Building standalone players
• Android