Unity 3D

What is Unity3D?
Unity3D is a powerful cross-platform 3D engine and a user friendly development environment. Easy enough for the beginner and powerful enough for the expert; Unity should interest anybody who wants to easily create 3D games and applications for mobile, desktop, the web, and consoles.

Creating a Prefab
A Prefab is a stored collection containing one or more complete GameObjects with components attached and properties set. Prefabs are asset types, so they do not appear in the scene in their own right. However, they can be used to create instances of the stored objects in the scene. Each instance is a copy of the original prefab. For example, you might use a prefab to store a tree object and then create many instances of the tree in a forest scene.

By default, changes made to the prefab are automatically applied to all the instances, and so using prefabs can be a good way to maintain consistency among a set of objects. However, you can also break the link between the instance and the prefab if you want to create special variations on the original. You can also make changes to an instance, and then save those changes to the prefab (menu: GameObject > Apply Changes to Prefab). 

Creating Scenes
Scenes contain the objects of your game. They can be used to create a main menu, individual levels, and anything else. 

In the upper-right corner of the Scene View is the Scene Gizmo. This displays the Scene Camera’s current orientation, and allows you to quickly modify the viewing angle. 

Each of the coloured “arms” of the gizmo represents a geometric axis. You can click on any of the arms to set the camera to an orthographic (i.e. perspective-free) view looking along the corresponding axis. You can click on the text underneath the gizmo to switch between the normal perspective view and an isometric view. While in isometric mode, you can right-click drag to orbit, and Alt + middle-click drag to pan.
Adding Component & Scripts

When you have a Prefab or any GameObject highlighted, you can add additional functionality to it by using Components. Scripts are a type of Component. To add a Component, just highlight your GameObject and select a Component from the Component menu. You will then see the Component appear in the Inspector of the GameObject. Scripts are also contained in the Component menu by default.

If adding a Component breaks the GameObject’s connection to its Prefab, you can always useGameObject->Apply Changes to Prefab from the menu to re-establish the link.
Placing GameObjects

Once your GameObject is in the scene, you can use the Transform Tools to position it wherever you like. Additionally, you can use the Transform values in the Inspector to fine-tune placement and rotation. Please view the Transform Component page for more information about positioning and rotating GameObjects.

Working with Cameras
Cameras are the eyes of your game. Everything the player will see while playing is through one or more cameras. You can position, rotate, and parent cameras just like any other GameObject. A camera is just a GameObject with a Camera Component attached to it. Therefore it can do anything a regular GameObject can do, and then some camera-specific functions too. There are also some helpful Camera scripts that are installed with the Scripts package. The Scripts package can be included when you create a new project, or you can use the Assets->Import Package… menu. The scripts that you import can be found in Components->Camera-Control from the menu. There are some additional aspects to cameras which will be good to understand. 

Lights
Except for some very few cases, you will always need to add Lights to your scene. There are three different types of lights, and all of them behave a little differently from each other. The important thing is that they add atmosphere and ambience to your game. Different lighting can completely change the mood of your game, and using lights effectively will be an important subject to learn.

Publishing Builds
At any time while you are creating your game, you might want to see how it looks when you build and run it outside of the editor as a standalone or web player. This section will explain how to access theBuild Settings and how to create different builds of your games.

File->Build Settings… is the menu item to access the Build Settings window. It pops up an editable list of the scenes that will be included when you build your game.

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