WEBVTT

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Hello guys.

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Welcome to another video.

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So in this one I want to talk about Windows and Tools of Unity.

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We're going to discuss the most common one that we see on the screen right now.

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And I just want to say that if he will not remember all of the information I'm going to give you in

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this video, don't worry about it, because we're going to use them a lot and we're going to practice

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a lot.

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And even if you don't remember everything, you will learn it with the time.

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Because, you know, I actually I never expect from people to learn and remember and memorize everything

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I say in first videos, because that is not possible.

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Personally for me, when I was doing my first project, I did not like understand anything.

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I was just trying to follow and do what I see on the screen.

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So yeah, in the beginning it's not so easy to understand everything and memorize everything.

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We need to learn a lot.

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So you just try to, you know, get yourself used to the environment.

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You just try to understand what I'm doing.

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But don't be too hard on yourself, okay?

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Now what we have here.

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Well, first window over here is a project window that we used to work with the assets.

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You already have a bit of a practice with this window.

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And usually here we store all of the things we need for the game to work.

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Here you have your scripts, animators, sprites, anything like that.

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Everything is stored in this folder.

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And whenever you need to use something, you can just go here and grab what you need.

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All right.

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Now there is a scene window and game window over here.

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They are very different, although they look similar.

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So the game window is what player will see.

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The game window is the end result.

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If we go to the play maximized and click play button over here, you'll see that nothing is happening

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in the game.

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But this is our video game.

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Just that.

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And what you see in the scene window is sort of an editor view.

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It's a developer view.

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This is what is happening behind the scene.

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And you manage all of the things here.

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So in the scene window we do editing.

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We control processes.

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We manage how it's going to work.

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We move stuff around and in the game window we test the game.

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And this will be the end result for your game.

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What you see.

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Here.

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Okay.

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Very nice.

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Now there is a hierarchy window which stores all of the things that are in the scene at the moment.

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It is very different from the project window, because Project Window contains all of the information

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you have in the project, and hierarchy contains only things that we use in the current scene.

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If you need to manage some stuff, you usually select it here in the hierarchy and you do some sort

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of manipulations with it.

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For example, you move the thing around or something like that, or you need maybe to copy it.

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Then you just press control C, control V, and you have another copy of the object.

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All right.

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So this is what we do in the hierarchy.

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Hierarchy is used to manage objects in the game not in the project in the game.

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There is also an Inspector window, and Inspector window shows you all of the properties of the selected

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object that are accessible to us.

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So if I select object in the hierarchy, it shows me the objects in the game and what components it

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has.

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If I select this very same sprite in the project.

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You can see it shows us like default information about this image only.

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Right.

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So you can consider inspector like a close lookup on to the object.

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It shows you all of the properties it has, game objects usually showing you components that object

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uses in the game.

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And we're going to talk about components in the next video.

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For now, I just want to say that components are sort of a thing that gives your object certain properties.

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For example, sprite renderer is responsible for visual representation of the object.

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If I disable it or if I remove it, then object will not have an image and the transform is responsible

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for object to be in a space.

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You can see I have a position here.

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I have a rotation these things controlled by transform.

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If I would add for example a rigidbody component over here.

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Then my object would fall once we are in the game.

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Right.

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So this is what components do and we're going to discuss them later on.

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This is just a quick example.

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Now there is something else you should know and that is tools.

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Over here.

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I'm going to click right button and choose horizontal because this is a bit more convenient for us.

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And before I begin to explain them, I want you to know that hotkeys for these buttons are very easy

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to remember.

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This is q w e r t y and I can switch between them just like that with a q e t y.

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Now let me explain what they do.

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I just want to reset transform of the object over here.

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Yeah.

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So the view tool allows you to move around the scene like that.

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If you ever used any maybe photo editor like Photoshop, you probably know that you can move around

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the scene with a middle mouse button just like that.

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And that's what I usually do.

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I never select this tool manually with the Q hotkey, because you can just press the wheel on your mouse

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and move around.

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You can even see I highlighted that click with a white color.

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So you know when I'm clicking that button when I want to move around, right.

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So this is the middle, uh, mouse button.

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The wheel.

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Now there is a next one, a move tool which allows you to move objects around.

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We're going to use it a lot.

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So you select the object, you just press W and you move it as you want as you need.

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Then there is a rotation tool which is mostly used in 3D development, but sometimes it's needed in

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2D as well.

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This one allows you to rotate the object as you want and if you need to rotate it.

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But again, in 2D, usually it's not used that much.

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Then there is a scale tool which allows you to scale the object.

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But again, I do not use it too often because usually when you want to change scale of the object,

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you have some precise value like you think I want this object to be 50% bigger.

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If that happens, you go here to the transform.

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You select this and you just type 1.5 and it will be bigger by 50%.

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Okay.

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And then there is a rect tool which allows you to stretch the object and it will change its scale and

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position just a little bit.

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This can be used when you're making some sort of test platform.

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When you want to test something, you can just throw a sprite in the scene and stretch it and use it

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as a platform to test something.

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I'm going to press Ctrl Z to revert everything.

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And also there is a transform tool.

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Let me select the object which has all of the tools we discussed before all together.

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If you need to rotate move, you can do it within one tool, but in my experience it is barely used

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so there is no really reason to worry about it.

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Okay.

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That's very good.

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And that's probably everything I wanted to tell you.

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Just a quick overview of the windows and tools.

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We're going to use them a lot.

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There are other things you see on the screen, but they are not as important right now.

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And I promise to you, if we're going to use some new things, I'm going to explain them.

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So don't worry about it, okay?

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I'll see you in the next video.
