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  • So here's the step by step guide on getting started with your first video game.

  • What you see on the screen now is what we're going to be making through this miniseries.

  • It's really simple and Arcad(ey) but it's always easy to add more gameplay elements and cooler graphics at a later point.

  • Right now, let's just jump into it.

  • Let's begin by installing unity. If you've already done so you can just skip ahead in the video.

  • First we need to go to unity3d.com

  • When we're here, we're going to click "Get unity now."

  • And we can see all of the different versions of unity. Unless you're a really experienced developer and working in a team.

  • I definitely just recommend the personal version you can see that it comes with all engine features all platforms

  • Updates, and it's Solely royalty-free

  • So you can use it even to create commercial games the other stuff here is mostly some in the cloud

  • Features and of course the ability to customize your splash screen

  • So let's go ahead and hit download now let's also download the installer

  • And it should be very similar on both windows and Mac go ahead and open the file

  • You just download it so that guess and then we can just skip through the installer

  • I'm going to choose 64-bit if you want a newer computer. You should do the same [and] this here is really neat

  • This is our shoot to customize what parts of unity that you want to [download] because unity might be fairly large

  • I recommend you download unity the documentation the standard assets if you're on the windows definitely check out

  • Microsoft visual Studio tools for unity this will give you a much better text editor

  • Then you can of course choose the platforms that you want to export to I'm just going to select Mac and web Pl

  • We'll just go next choose the folder to install to and it's going to download unity and install for you

  • Let's take a while. Let's hit finish so you can see I'm using genetic [5.5]

  • Which is currently the newest version, but don't worry unity rarely changes things really dramatically

  • so now we can just hit new to create a new project and a unity project is basically just a place to host all of

  • Our code and acid, it's pretty much our entire game before you build it

  • Let's give it a name and here. You can decide whether you want to build a 3D or 2D game however

  • This is pretty much

  • Just [going] to change the few settings inside of unity that we can change at a later point really really easily so this decision here

  • Doesn't matter too much for now. Let's [just] keep that 3D

  • Let's pick a location for a project and hit create

  • So is what unity looks like right when you open it up, you'll notice that I have a dark skin for unity

  • That's because I'm using a paid version, but other than the color of the editor

  • That's not going to make any difference

  • [throughout] the videos, so let's begin by exploring the user interface, so in the Middle here

  • We have this scene view you can use the mouse wheel to zoom in and out you can use the middle mouse button

  • To pan around and if we hold down alt and left-click we can then pivot around the center of our view over here

  • We have the hierarchy this displays all the different game objects that we have in our scene

  • You can see here our scene is currently untitled

  • and it has two game objects the main camera [and] the

  • Directional light notice that when I click on an object say the main camera the inspector will display

  • Properties for that up here each one of these collapsible things here are called components components are what makes objects do different things

  • But we'll get into that in a second you also have the project panel down [here] which shows all of our different game assets that

  • We can then drag into our scene making them [appear] [in] the hierarchy you can totally rearrange

  • Unity in any way that you would like and drag around panels and really go creative with this

  • But remember you can always go to the top right corner and select

  • Default and it's going to reopen to the default layout and any window you don't already have open you can go to window and select

  • It from here, so let's start building our game first off

  • We want to create a ground plane for a player [to] stand on to do that

  • Let's go over to the Hierarchy [right] click

  • You can also go [into] create and select 3D objects keep this spawns a new cube into our scene again

  • We can use the movement controls to have a look at it

  • We can always click the focus on it by hovering over the scene view

  • Selecting it and hitting f now the cube currently is somewhere in our scene

  • [and] it's really hard to get a look at where so what we'll do is

  • Just go over to the transform here, right click and hit reset and that just centers it you can see the position [is] now

  • We're on the x 0 and the y and so you're on the set and gives it a scale of one by one by one

  • Again [hit] f to focus on it

  • So if we go into a game view we can now see our cube through our camera if we want we can take our game

  • View here and dock it to the right so that we can see both our scene and the game view at the same time then

  • We can take our camera here, and we can readjust its position and you can see that updating in real time

  • I'm just going to press ctrl z to undo that and then going to select the cube and scale it up

  • Let's give it a scale of 15 on the x we keep it at 1 on the y and give it say

  • 100 on the z if we zoom out now we can see just how huge this ground plane

  • We can then go and rename it to ground and we can simply drag on the blue arrow

  • Here to move it over something like that

  • [just] so it starts about at the same point as our camera, then let's create another object

  • So [right-click] go 3d object and then cube again let's reset the transform so it's centered on the scene

  • We can then drag on this green arrow to move it up

  • [let's] again hit f to focus on it, and we can see that

  • We now have [our] new Cube here standing on the ground this cube is going to be a player

  • So let's go ahead and rename him to player and it's also make him a bit more visible because right now everything is pretty boring

  • White to do that

  • We need to assign a material to our player

  • And we create a new material in the project panel let's right click down [here]

  • Go create and then material will name this material our player and then matt foreign material, but that's optional that's it enter now

  • We can adjust different properties on this material stuff like how

  • Metallic it should be the smoothness of the material and the color up here

  • So we'll make this some kind of bright [red] and what we can do is then simply drag our player [matte]?

  • Onto our Cube

  • And you can see it

  • Updating in real-time [so] simply let go and it's applied and any changes that we now make to this material are going to update

  • For our player. I think our camera is a bit far [away], so let's also select our camera and move it a bit closer

  • Again, we can move it over by simply dragging on this arrow

  • Move it up a little bit and that looks a lot better

  • So now if we were [to] hit play and actually run our game not much happens

  • That's mostly because we haven't done any [programming] yet, and so we can't really control the player

  • But we also need to add some physics into a game right now if we exit play mode take our player

  • Drag him up here, and hit play again. He's just [going] to float in the air

  • He's not falling down [the] reason why is that we need to tell this game object to interact with the unity physics system to do

  • That we go out of play mode and add a new component in our case. We want to add the physics

  • Rigidbody component

  • Now when we hit play we should see that our cube falls to the ground and indeed

  • It does right now it falls in a bit boring way

  • So let's try and rotate our cube a bit to make [it] more interesting to do that

  • We switch to the rotation tool notice how all of the different tools are up here right now. We have the move tool [selected]

  • We can also shift to rotate scale

  • And then this one is [for] manipulating 2D graphics which allows you to easily do all of the different [things] at the same time [you]

  • Can always switch between these really quickly by using?

  • Q

  • w R and t so we're going to press each

  • Rotate and I'm just going to kind of rotate it in a random way here

  • So if we now hit play he's going to fall down and we can now see that he has a lot more

  • Advanced physics applied than we were able to see before so I'm just going to undo that

  • Rotation by pressing control bit and I'm also going to move him down here

  • We can also try duplicating him, so let's press cTrl d to

  • Duplicate let's move this one up and over a bit and see how they [interact] with each other awesome

  • So one really important thing to understand is what is making these objects behave this way and the answer [is] of course

  • Components, so if we now exit out of play mode and select the player here

  • We can see that he has all of these different components the first one is something that you will see on all game objects called

  • the transform component

  • which just keeps track of where the game object is in space, how it's

  • rotated and its size you can see we can adjust all of these and

  • The game object will be adjusted accordingly and also if we go ahead and drag on the game object you will see the transform component

  • Updating the rest of them though are all optional we have the mesh renderer down here

  • Which is responsible for drawing the object on the screen then we go ahead and disable that it's actually going to disappear

  • It's still in here

  • You can see it's still in the hierarchy and it still has this green box, and we can move it around

  • But until we enable the mesh renderer

  • It's not going to be visible then of course we have the box collider

  • Without this we wouldn't be able to collide with [all] the objects if I go ahead and disable the box collider

  • And then hit play this should just fall [through] the ground

  • But if we then go ahead and re-enable the box collider you can see that

  • It's now able to Collide with everything so remember to get realistic physics

  • We both need a collider and a rigidbody and in order to see it. We need a mesh renderer

  • I of course skip the mesh filter up here. That's not because it's Super advanced

  • It's just that this is only responsible for a very simple thing and that is choosing the [shape] of object right now

  • You can see it has two cube selected. We can easily go in here and change it

  • so we simply click on the little bowl here then we can change it to a capsule a

  • Cylinder a plane a sphere and so on you will notice that it's distorted, but that's just because we messed around with the scale

  • so we

  • Change that to 1 and you will notice now that

  • It's a sphere of course a box collider is still a box so if we want this to behave like a Few years

  • We'll need to remove the box Collider

  • So [right-click] [a] remove component and instead add a sphere

  • Collider and notice how I'm just using search here that just makes things a lot easier

  • [so] let's just [enter] that and you can see now that it has the sphere collider

  • So if we go ahead, and hit play it acts like a sphere

  • And this is of course more noticeable if we move it over

  • So that we can see it hitting the box and it's going to go and roll off our ground plane

  • Another thing is you can also adjust values while [plane] we could take our player here

  • And we're still playing and move them around it might be a bit buggy sometimes when using the physics system

  • But we are able to do it

  • We can even go in here and say disable the ground plane [or] three different stuff like that

  • But just know that any

  • Adjustment that you make while in the game and running are going to go back as soon as you quit playing so make sure not

  • To do any important adjustments while playing or at least remember your settings [oils]

  • You're just going to have lost progress, so the final thing I wanted to do is just delete the [bowl] here

  • And maybe make this a bit prettier by changing our [sky] [box] to do that

  • We go and select our main camera and as the [skybox] here

  • we're going to change it to

  • Solid color and let's make the color here a very wide grey not the most exciting thing in the world

  • But I think it looks pretty simplistic and cold by the way the way

  • I just