Macquarie University Introductory Unity3D Workshop
Macquarie University Introductory Unity3D Workshop
It is very powerful and is designed to be used by everyone on the development chain - from artists to
programmers. It has proven to be so usable that Macquarie University will be using it as the main
platform for a new course in 2012: “COMP260 Game Design”.
The goal of this workshop is to give students a quick introduction to Unity so they are able to gain a
working knowledge of the software. This can then be used as a basis for further specialisation
depending on the student’s interest. At the end of the workshop students should be able to:
Note: Unity is designed to be the convergence platform for all the different crafts people involved in the game development
process. It does not pretend to be a 3D modelling program, a photo editing package or a sound studio. However, it is designed
to work well with specialist software in those fields.
Author(s): Matt Cabanag, [add your name here if you contribute to this document]
Activity 1: First Look at Unity3D
This will have a bunch of pre-made objects that you will be able to play with from the get-go. You will
later learn how to make things from scratch, but at this stage let’s start with this.
1. Start Unity3D
2. Create a new project:
2.1. If no project had previously been loaded into Unity, you will be met by the “Unity Project
Wizard”. This is where you want to be.
2.2. If there was a project previously loaded into Unity, it will load that automatically. In this case,
go to File -> New Project.
2.3. At this point you should now be at the “Unity Project Wizard”. Click on the “Create Project” tab.
Do not select any packages. If you would like to modify the project location, do so now. Click
on the “Create” button at the bottom right to proceed.
2.4. Unity should now show you an empty project.
5. Once you’ve loaded this scene, you should be seeing something like what is shown in Figure 1
(see the figures section). Each section of the diagram is labelled with coloured letters.
5.1. “(A)” is the Scene View. This is where you will be spending most of your time editing your
world. This is where you will place new items and manipulate them to suit your needs.
5.2. “(B)” is the Game View. This is what the player of your game will actually be seeing. When you
play-test your levels, you will be looking at this screen.
5.3. “(C)” is the Inspector pane. If you select an object within the Scene View, all the attributes of
that object will be displayed in here. Modifications these attributes can be made here too.
5.4. “(D)” is the Hierarchy pane. This is a list of all the objects that exists in the current scene. In
the same way that you can select objects in the Scene View, you can also select them here.
5.5. “(E)” is the Project pane. This gives you a view of all the various resources that your project
uses. In here you will see scripts, textures, (as you saw earlier) scenes. This is actually just a
view of your computer’s file system. You can navigate the project folders outside of Unity.
6. Play around and get a feel for the engine.
6.1. Click the “Play” button. Use WASD controls. Left click to shoot the laser, right click to shoot the
grenade.
6.1.1. Take note of the physics simulated objects.
6.1.2. The floating MQ logos spin and move in different ways depending on where you hit them.
6.1.3. The columns fall to the ground when you shoot them.
6.1.4. The little dominos fall, one after another.
6.1.5. All these behaviours come built in with Unity. No special programming had to be done.
6.2. If you think the Game View is a bit small right now, you can maximise it by clicking on the
pane options button. (See Figure 2). You can also automatically maximise the Game View
when you press play by clicking on “Maximise on Play”.
6.3. Notice that while you move things around in the Game View, the same changes are occurring
on the Scene View – just not from the same perspective. In fact, you can still edit the scene
while the “Play” button is depressed – but the changes will not be kept once you stop playing.
6.4. You can pause the simulation by clicking the “Pause” button. It looks like “| |”
6.5. If you want the simulation to only progress one frame at a time, use the “Step” button. It is
right next to the “Pause” button and it looks like “>|”.
6.6. Once you’ve finished playing around, click on the “Play” button again to stop the simulation.
Link: http://en.wikipedia.org/wiki/Rube_Goldberg_machine
If you’ve gone through all the steps in Activity 1, you should now have enough skills and knowledge to
create a very simple Rube Goldberg machine. For example, you should be able to set up some dangly
legs, to be able to kick down the first of a series of dominos that will eventually cause the collapse of a
simple tower. Use the pre-made objects within the scene and the project to create something like this.
Be creative! Whoever comes up with the most interesting one (usually) gets a prize.
Activity 2: Starting Scenes from Scratch
[Create new scene, Add floor, Add directional light, Add completely new GameObjects (not a prefab),
Add FPS script to viewer object, Add box colliders, Add RigidBody components, Create a compound
GameObject, Create joints, Save to Prefab]
[Get students to create externally generated assets themselves; use said assets in their Unity projects]
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6