Learn how to manage and find assets in the Unity Editor. Learn how to label assets to easily find them later and some approached to organizing GameObjects in your hierarchy like using empty GameObjects, Tags, and Layers.

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Learn about Unity's versatile audio engine and how to utilize it. We'll walk through all the properties of the Audio Source component including 3D Sound Settings and Volume, Pitch, and Pan falloff curves. We'll also use filters to create bandpass, echo, distortion, chorus, and reverb effects. Lastly, we'll create Reverb Zones to dynamically modify the tone and character of your sounds in-game.

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Mixamo has developed a Max script that will transform any Mixamo Auto-Rigged character into a 3ds Max Biped control rig. This tutorial walks you through uploading a 3d mesh to be automatically rigged, bringing it back to 3ds Max, and running the script to automatically create a biped out of it.

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This tutorial will show you how to take a 3d mesh, automatically rig it using the Mixamo Auto-Rigger, and import into Unity.

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As many developers are already aware, Unity has the ability to build to multiple platforms from a single project. Last week at Unite, the Unity team gave an overview of considerations developers need to take into account when targeting console platforms like XBLA, Wii, PS3, and when using input devices like the Kinect.

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We show you how to use the basics of the Animation View. Learn how to use keyframes and bezier curves to create your own animations without the need of an external application. Any transform property can be animated, as can parameters of any attached component.

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Overview

In this opening chapter to Unity Fundamentals we look at the core topics covered within subsequent chapters in this module as well as get you set by downloading and installing the free version of Unity.

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An overview of the binocular feature we're going to implement in this module. You'll create an interactive high-tech binocular overlay effect.

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Begin by setting up your project's folders to keep your project well organized.

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In this chapter you'll get familiar with the game you'll be building.

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