With regard to the operations described and the pace we move between topics at, we assume you are already familiar with the Unity interface and its basic operations. Anyway, for those of you who may be a bit rusty with the Unity pipeline, let's begin our journey with a quick look at the Unity interface and the operations required to start a new project and configure the folders directory.
The preceding image shows the layout we are used to working with in Unity. Let's give a quick description of the main panels and windows available:
Finally, this is where you configure the Render and Project Settings and where you configure the Build Settings for your games.
The following image shows an example folder directory of a project of ours:
If this super-quick description doesn't suffice, we recommend you go online and check for a beginner's tutorial about Unity. There are plenty available, both for free and for a price (for example on www.digitaltutors.com). Unity itself offers plenty of resources; you could start with this one: http://unity3d.com/learn/tutorials/modules/beginner/editor.
As mentioned, we assume you are familiar with this interface and know how to navigate between panels. We also assume that you have a clear understanding of the basic terminology of making games: you know what a mesh or a material is, you know what we mean when we talk about animation clips and timelines, you know what a collision or a particle system is and what GUI stands for...don't you?
As Unity is not provided with an embedded editor to create graphic contents (both 2D and 3D) or audio, we look to third-party software to accomplish these tasks.
With regard to graphics, we assume Photoshop (CS6) as the reference software for 2D images and Maya (2014) as our 3D editor of choice. These are both worldwide industry standards, and we believe that by taking this decision, we are actually helping you get familiar with tools that, sooner or later, you will have to confront in game development.
Still, as this book focuses on Unity, we take care of providing you with the required graphic assets to follow the recipes, as we cannot afford to provide you with a guide to powerful software such as Photoshop, Maya, or Blender. We encourage you to learn at least the basic operations with these software, as it will help you better deal and take advantage of the power of the Unity engine.
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