You can view a complete list of all the objects existing in the scene using the Hierarchy panel, which is docked to the left-hand side of the Unity interface. Specifically, a Light to illuminate any other objects that are added, and a Camera to display and render the contents of the scene from a specific vantage point. By default, each new scene begins with two objects. The Scene tab is designed for quick and easy previewing of a level during its construction.Įach new scene begins empty well, almost empty. For now, we can ignore all the tabs except Scene. These include a Game tab and an Animator tab in some cases, there could be more as well. See Figure 1.9:Īs shown in Figure 1.14, other tabs besides the scene are visible and available in Unity. Then select Characters, ParticleSystems, Environment, and Prototyping. To do this, select Assets | Import Package from the application menu. For the coin collection game, we'll use assets that ship with Unity. In any case, Unity assumes that you already have assets ready to import to build a game. The details of these programs are beyond the scope of this book.
#Unity assets explorer 1.6 free
Third-party asset creation programs include Blender (which is free of charge), Maya or 3DS Max to make 3D models, Photoshop or GIMP (which is free of charge) to create textures, and Audacity (which is free of cost) to generate audio. From here, they are exported and transferred ready-made to Unity, and Unity is responsible only for bringing these assets to life in a coherent game that can be played. This means that assets, such as characters and props, are typically made first by artists in external, third-party software. Unity, however, is a game engine and not an asset creation program. After all, we'll need an environment to walk around and coins to collect! For this reason, we'll need assets to make the coin collection game we're working toward. Thus, games cannot exist without assets-they would otherwise look completely empty and lifeless. Assets include meshes (or 3D models), such as characters, props, trees, houses, and more: textures, which are image files such as JPEGs and PNGs (these determine how the surface of a mesh should look) music and sound effects to enhance the realism and atmosphere of your game, and finally, scenes, which are 3D spaces or worlds where meshes, textures, sounds, and music live, exist, and work together holistically as part of a single system. Assets are the raw materials for games-the building blocks from which they're made.