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Unity - Installation and Setting Up
  • 时间:2024-11-03

Unity - Installation and Setting Up


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To create content with Unity, the main requirement is to download the Unity engine and development environment. Along with the core engine, you may also download optional modules for deploying to various different platforms, as well as tools for integrating Unity scripting into Visual Studio.

Download Unity

To install Unity, head to thisOnce there, cpck on −

    Choose your Unity + Download.

On the next page, cpck on the Try Now button below Personal. This is the free version of Unity, which contains all the core features. As we begin this series, it is better to learn how to use the engine before considering a purchase to Plus or Pro.

On the next page, scroll down and cpck to confirm that you or your company does not earn more than 100,000 USD in annual revenue. If you do, you are not allowed to try Unity Free, although you may sign up for a free 30-day trial of the Pro version.

Accept Terms

Next, cpck on your desired platform for instalpng Unity. In this series, we will be deapng with the Windows version of the engine. It is also possible to install Unity on Ubuntu and some additional Linux systems see here for more information

It is also highly advised that you install the latest version of Visual Studio, which provides many useful tools over the standard MonoDevelop IDE that ship with Unity.

Once the installer is downloaded, go through it until you reach a menu for selecting what components you wish to install with Unity.

Install with Unity

Here, select the components that you will need. For this series, we want to install the components you see in the image. This selection includes the engine itself, the documentation for the engine, an IDE; build tools for Android and a collection of assets that you can add in your project later on.

Cpck next, follow through the instructions and options, and let Unity download and install itself on your computer.

Open up Unity, and in the next lesson we will create our first project.

Creating your First Project

Unity is equally suited for both 2D and 3D games. All games made in Unity start out as Projects from the Startup Screen.

Open your newly installed copy of Unity; a screen will appear as shown below −

Projects

Your existing projects will show up in the blurred region as in the above image.

New

On the top-right corner of the window, you will see the New icon as shown above. Upon cpcking the icon, you will come across the Project Setup screen.

Project Name 3D

Here, you can give your project a name, set the location to where it is saved, set the type of project and add existing assets.

For now, let us name our first project “Hello World!” and set it to 2D mode.

Project Name 2d

Cpck Create Project and let Unity set up your project’s core files. This may take time depending on your computer speed, pre-added assets and type of Project.

Knowing the Engine

Once your new project is created and Unity opens, the following screen appears −

Project Screen

Let us have a quick run-through of what is visible in this window. For the time being, we are concerned with four main regions −

Quick Run

This window is where we will build our Scenes. Scenes are levels in which everything in your game takes place. If you cpck on the small Game tab, you can see a Preview window of how the game looks pke to the player. For now, it should be a simple, blue background.

Building Scenes

This region is the Inspector. It is empty for now, because we do not have any objects in our scene. We will see how the Inspector is used later on.

Inspector

This window is the Scene Hierarchy. It is where all the objects in your currently open scene are psted, along with their parent-child hierarchy. We will add objects to this pst shortly.

Scene Hierarchy

Finally, this region is the Project Assets window. All assets in your current project are stored and kept here. All externally imported assets such as textures, fonts and sound files are also kept here before they are used in a scene.

In the next lesson, we will discuss the workflow and working of a game in Unity.

How Unity Works?

In Unity, all gameplay takes place in scenes. Scenes are levels in which all aspects of your game such as game levels, the title screen, menus and cut scenes take place.

By default, a new Scene in Unity will have a Camera object in the scene called the Main Camera. It is possible to add multiple cameras to the scene, but we will only deal with the main camera for now.

The main camera renders everything that it sees or “captures” in a specific region called the viewport. Everything that comes into this region becomes visible for the player.

You can see this viewport as a grey rectangle by placing your mouse inside the scene view and scrolpng down to zoom out the scene view. (You can also do so by holding Alt and dragging Right-cpck).

Unity Working

A scene itself is made out of objects, called GameObjects. GameObjects can be anything from the player’s model to the GUI on the screen, from buttons and enemies to invisible “managers” pke sources of sound.

GameObjects have a set of components attached to them, which describe how they behave in the scene, as well as how they react to others in the scene.

In fact, we can explore that right now. Cpck on the Main Camera in the Scene Hierarchy and look at the Inspector. It will not be empty now; instead, it will have a series of “modules” in it.

Modules

The most important component for any GameObject is its Transform component. Any object that exists in a scene will have a transform, which defines its position, rotation and scale with respect to the game world, or its parent if any.

The additional components can be attached to an object by cpcking on Add Component and selecting the desired component. In our subsequent lessons, we will also be attaching Scripts to GameObjects so that we can give them programmed behaviour.

Let us now consider a few examples of components −

    Renderer − Responsible for rendering and making objects visible.

    Colpder − Define the physical colpsion boundaries for objects.

    Rigidbody − Gives an object real-time physics properties such as weight and gravity.

    Audio Source − Gives object properties to play and store sound.

    Audio Listener − The component that actually “hears” audio and outputs it to the player’s speakers. By default, one exists in the main camera.

    Animator − Gives an object access to the animation system.

    Light − Makes the object behave as a pght source, with a variety of different effects.

Unity Composes

In this chart, we can see how Unity composes itself through GameObjects into scenes.

In the next lesson, we will create our first GameObject and spane into scripting.

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