- [Instructor] In order for us to get started,we're going to need to create a new project.Once you have Unity open, select the new project button.Let's go ahead and name our project CodingInUnity.And to make things a little bit easier,we're going to go ahead and switch to 2D mode.While you can still code in either 3D or 2D mode,2D mode presents you with a much simpler looking editor.Next, let's turn off Unity Analyticsand once you've picked a locationwhere you want to save your project,go ahead and select create project.
Once you create a new project,you'll be presented with a default view in Unity.One of the interesting things about Unityis that the IDE itself actually runs an instance of Unityand you can configure the editor by writing C#,just like you can with building a game.While we won't cover that in this course,it's important to know that a lot of the same techniquesyou learn for building games will also enable youto build tools and extend the functionalityof the editor later on.
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Scripts in Unity are attached to game objects.Any instance in a scene is considered a game object.Let's take a look at the default game objectthat is added to every scene when you create a new project.If you look in the hierarchy panel on the left hand side,you'll see we have a camera attached to our scene.By selecting the camera, you'll pull upa small preview window of the cameraand by going into the inspector,you can take a look at all of the settings of the camera.
Each of these are components attached to the cameraand a component represents a C# script.This game object, called main camera,has a transform component, a camera component,a GUI layer, a Flare layer, and audio listener component.As we build our scripts, we'll attach themto game objects and they'll show upin the inspector as components as well.One of the interesting things about Unityis that you can actually modify the scriptsthrough the inspector.
As you can see here on the transform component,there are properties for the positions x, y, and z value.If we change these in the inspector, when the game runs,the changes from the inspector will override anyof the default settings on the transform component itself.This pairing between the code and the visual editoris what makes Unity very appealing.Once you start setting up scriptsand components on game objects,it's easy to modify them andcustomize them inside of your scene,without having to go back into the code editor.
As you can see, towards the bottom of our screen,we have the console already open.The console allows us to display messages from our code.It'll show warnings that the compiler finds in our codeand it'll also show us errors.We'll be using that a little bit later.Now let's talk about how to actuallyopen the coding side of Unity.To do this, let's go to the Asset menu,and at the bottom, select open C# project.
This is going to open Unity's default editor, MonoDevelop.As you can see, there's no code inside of our project,so MonoDevelop is going to open to a blank screen.While MonoDevelop is the default editor of Unity,there are actually some alternative editors you can use,depending on what platform you're developing on.While you may have heard of Visual Studio before,Visual Studio Code is a much more lightweight,cross-platform version of a text editor.
Recent versions of it have had built-in support for Unityand you can use it as an alternativeto MonoDevelop on Mac or PC.If you're coding on Windows, you may want to check outthe actual Visual Studio IDE.This is a much more robust IDE that focuses primarilyon editing in C# as well as a few other languages.Microsoft also has built-in support for Unityin Visual Studio and it's the IDE I useprimarily when I'm developing on Windows.
One other thing to note, especially for Visual Studio,is that you can actually add pluginsto enhance your C# developing environment.One of the best plugins out thereis made by a company called JetBrainsand the plugin is named ReSharper.By installing ReSharper into Visual Studio,you will get additional tools that'll aid youin developing your code, much more advanced refactoring,code correction, and better inspection telling youwhere errors are as you work, are all part of ReSharper.
Unfortunately, ReSharper isn't free and it's a paid plugin,but as you get more advanced into C#,it's well worth the money.Inside of Unity, you can modify the default code editorby going to the Unity menu on a Macand selecting Preferences.Inside the Unity Preference windowis a tab for the external tools.Here you can see it's using Internal,which if we look at the dropdown,has MonoDevelop as the built-in tool.All you need to do is select browsein order to choose the other IDE you want to use.
The last thing we're going to do is talk abouthow we can create a simple script.Let's go to our project and inside of our assets folder,we're going to right click, go to create,and select a C# script.While Unity also supports JavaScript,C# offers a lot more flexibility and is more powerful,which is why we're going to focus on it in this course.Select the C# Script, and you'll be presentedwith a new script and you can change the name.
Best podcast editor for mac. Let's go ahead and type in Hello World.With our script selected, you'll see the codeinside of the script inside of our inspector window.But we're not able to actually edit codeinside of Unity itself.In order to open this up in MonoDevelop,simply double click on the scripts iconand you'll be presented with a code inside of the editor.This is a default Unity script.It includes code that Unity is going to needat the top of the file and all the codeis wrapped inside of a class.
Download UnityScript Editor for free. UnityScript Editor is a specially designed editor for the Unity 3D javascript language. Inside of Unity, you can modify the default code editor by going to the Unity menu on a Mac and selecting Preferences. Inside the Unity Preference window is a tab for the external tools.
You're also presented with two default methods,Start and Update, which Unity will automatically call.Start will be triggered at the beginning of the classand Update is called during the gameas Unity goes through and runs the game loop.We'll talk about this in a little bit more detail later on.The last thing I want to do is switch back over to Unityand show you how to attach a script to a game object.Here, you can simply select the script from our folderand drag it onto the Main Camera.
If we select the Main Camera, you'll now seethat our Hello World script is attachedto it at the bottom of the inspector.Before we move on, let's go ahead and save our sceneso that we can continue to work in itthroughout our course.Simply hit Command + S on a Mac or Control + S on Windows,and you'll be presented with a Save window.Let's go ahead and save this inside of our assets folderand we'll just call this HelloWorldScene.
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