Hello guys.
Welcome to another video.
So in this one I want to talk about Windows and Tools of Unity.
We're going to discuss the most common one that we see on the screen right now.
And I just want to say that if he will not remember all of the information I'm going to give you in
this video, don't worry about it, because we're going to use them a lot and we're going to practice
a lot.
And even if you don't remember everything, you will learn it with the time.
Because, you know, I actually I never expect from people to learn and remember and memorize everything
I say in first videos, because that is not possible.
Personally for me, when I was doing my first project, I did not like understand anything.
I was just trying to follow and do what I see on the screen.
So yeah, in the beginning it's not so easy to understand everything and memorize everything.
We need to learn a lot.
So you just try to, you know, get yourself used to the environment.
You just try to understand what I'm doing.
But don't be too hard on yourself, okay?
Now what we have here.
Well, first window over here is a project window that we used to work with the assets.
You already have a bit of a practice with this window.
And usually here we store all of the things we need for the game to work.
Here you have your scripts, animators, sprites, anything like that.
Everything is stored in this folder.
And whenever you need to use something, you can just go here and grab what you need.
All right.
Now there is a scene window and game window over here.
They are very different, although they look similar.
So the game window is what player will see.
The game window is the end result.
If we go to the play maximized and click play button over here, you'll see that nothing is happening
in the game.
But this is our video game.
Just that.
And what you see in the scene window is sort of an editor view.
It's a developer view.
This is what is happening behind the scene.
And you manage all of the things here.
So in the scene window we do editing.
We control processes.
We manage how it's going to work.
We move stuff around and in the game window we test the game.
And this will be the end result for your game.
What you see.
Here.
Okay.
Very nice.
Now there is a hierarchy window which stores all of the things that are in the scene at the moment.
It is very different from the project window, because Project Window contains all of the information
you have in the project, and hierarchy contains only things that we use in the current scene.
If you need to manage some stuff, you usually select it here in the hierarchy and you do some sort
of manipulations with it.
For example, you move the thing around or something like that, or you need maybe to copy it.
Then you just press control C, control V, and you have another copy of the object.
All right.
So this is what we do in the hierarchy.
Hierarchy is used to manage objects in the game not in the project in the game.
There is also an Inspector window, and Inspector window shows you all of the properties of the selected
object that are accessible to us.
So if I select object in the hierarchy, it shows me the objects in the game and what components it
has.
If I select this very same sprite in the project.
You can see it shows us like default information about this image only.
Right.
So you can consider inspector like a close lookup on to the object.
It shows you all of the properties it has, game objects usually showing you components that object
uses in the game.
And we're going to talk about components in the next video.
For now, I just want to say that components are sort of a thing that gives your object certain properties.
For example, sprite renderer is responsible for visual representation of the object.
If I disable it or if I remove it, then object will not have an image and the transform is responsible
for object to be in a space.
You can see I have a position here.
I have a rotation these things controlled by transform.
If I would add for example a rigidbody component over here.
Then my object would fall once we are in the game.
Right.
So this is what components do and we're going to discuss them later on.
This is just a quick example.
Now there is something else you should know and that is tools.
Over here.
I'm going to click right button and choose horizontal because this is a bit more convenient for us.
And before I begin to explain them, I want you to know that hotkeys for these buttons are very easy
to remember.
This is q w e r t y and I can switch between them just like that with a q e t y.
Now let me explain what they do.
I just want to reset transform of the object over here.
Yeah.
So the view tool allows you to move around the scene like that.
If you ever used any maybe photo editor like Photoshop, you probably know that you can move around
the scene with a middle mouse button just like that.
And that's what I usually do.
I never select this tool manually with the Q hotkey, because you can just press the wheel on your mouse
and move around.
You can even see I highlighted that click with a white color.
So you know when I'm clicking that button when I want to move around, right.
So this is the middle, uh, mouse button.
The wheel.
Now there is a next one, a move tool which allows you to move objects around.
We're going to use it a lot.
So you select the object, you just press W and you move it as you want as you need.
Then there is a rotation tool which is mostly used in 3D development, but sometimes it's needed in
2D as well.
This one allows you to rotate the object as you want and if you need to rotate it.
But again, in 2D, usually it's not used that much.
Then there is a scale tool which allows you to scale the object.
But again, I do not use it too often because usually when you want to change scale of the object,
you have some precise value like you think I want this object to be 50% bigger.
If that happens, you go here to the transform.
You select this and you just type 1.5 and it will be bigger by 50%.
Okay.
And then there is a rect tool which allows you to stretch the object and it will change its scale and
position just a little bit.
This can be used when you're making some sort of test platform.
When you want to test something, you can just throw a sprite in the scene and stretch it and use it
as a platform to test something.
I'm going to press Ctrl Z to revert everything.
And also there is a transform tool.
Let me select the object which has all of the tools we discussed before all together.
If you need to rotate move, you can do it within one tool, but in my experience it is barely used
so there is no really reason to worry about it.
Okay.
That's very good.
And that's probably everything I wanted to tell you.
Just a quick overview of the windows and tools.
We're going to use them a lot.
There are other things you see on the screen, but they are not as important right now.
And I promise to you, if we're going to use some new things, I'm going to explain them.
So don't worry about it, okay?
I'll see you in the next video.