Training Center

Scene Organization

Scene Organization

This module will show you how to use the object placement and organizational tools in the Unity editor. It covers functional aspects such as parenting, layers, and tags. This training module also presents some good practices for working in an art-to-programmer pipeline.

 

Next Training Module:

Creating A Terrain


In this short introduction chapter we'll set up our project for the following tutorials. NOTE: If you haven't already, you can download the "51 Run Gauntlet Asset Package" HERE

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  • Runtime 02 min 13 sec
  • Software Unity
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In this chapter you'll learn how to correctly place objects in your scene by using the camera gizmos and object manipulation tools.
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  • Runtime 02 min 51 sec
  • Software Unity
This chapter will walk you through asset tags. Asset tags allow you to search for and find assets by tags rather than file names.
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  • Runtime 02 min 45 sec
  • Software Unity
Layers are used to designate groups of objects that should be treated differently by cameras, lights, physics, and custom scripts. This chapter shows you how to apply layers to objects and how the engine can selectively interact with them.
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  • Runtime 06 min 41 sec
  • Software Unity
Similar to layers, tags signify objects and allow scripts to interact with them on a more unique level. In this chapter we'll cover tags and how to use them.
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  • Runtime 02 min 06 sec
  • Software Unity
Gizmos give visualization to objects that don't have a texture or mesh to represent them. In this chapter you'll learn to apply basic scene label gizmos to your assets.
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  • Runtime 02 min 39 sec
  • Software Unity
Asset packages are used to package up assets and asset settings for storage and transfer. In this chapter we'll discuss asset packages and why they are important.
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  • Runtime 03 min 24 sec
  • Software Unity
Hierarchical parenting, while not unique to Unity, can be used for organizational and functional purposes. Parenting and how to use it are covered in this chapter.
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  • Runtime 05 min 21 sec
  • Software Unity
Naming conventions can be a very important aspect of game development. Artists and programmers should follow some very basic practices when working on an game art pipeline. This chapter covers naming conventions and gives some suggestions on how to name assets.
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  • Runtime 03 min 56 sec
  • Software Unity
In this conclusion chapter we'll recap what was covered in the preceding tutorial module.
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  • Runtime 01 min 21 sec
  • Software Unity

Chapter List

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