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Unity - Vídeo 1 - Presentación - Contenido educativo
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Well, in this video we are going to see or we are going to start working with Unity, so the first thing
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we are going to do is download the Unity Hub. The Unity Hub is this window that I am showing you here,
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which allows us to have several distributions of Unity grouped here and be able to create
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projects of different versions it also allows us to create a project in a version and change
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that version to a later and then it will allow us to load the different modules in the different
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versions that we have installed in such a way that we do not need to have all the versions installed in our
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equipos todas las versiones con las que trabajemos y además todos los módulos que harían esas
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distribuciones muy pesadas vale entonces nos encontramos una vez instalado y unity
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hub yo en este caso tengo el 3.10 diferentes categorías tengo la de proyectos la de instalados
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las instalaciones aprendizaje y la comunidad en los proyectos me van a aparecer los diferentes
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projects that I have right now or in which I am working right now on my pc it is worth in my
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laptop then you see that I have the unity video that is this one that I am doing now I have one
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that is my project because it will be another test one of quida that I did the other day in class and a
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presentation well if I am going to install what I have is the last the version of unity that I have
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installed in this case I only have one if I wanted to install more versions I can have them
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downloaded on my computer and load them directly from the location or the install editor that
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what it does to me is that it looks for the last one, in addition to different ones, we can look for all the
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versions that we need and we can install it is worth in this case I
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this afternoon or at some time I will install the 6 which is the one that we are the one that
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I have told you that you use in class is worth
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then from here we would install it would connect to the server and it would start
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to download is worth you see that we always have the lts the stable the
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últimas distribuciones estables vale pero lo que nos podemos encontrar diferentes versiones o lo
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que os digo de buscar nuevas vale esto es en instar en leer lo que tenemos son diferentes
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videotutoriales tutoriales para aprender a utilizar y a crear juegos en 2d en 3d
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ok we can have also to see examples of how to work with vr things like that
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then to learn these tutorials that they are putting us that they load us here by default
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they are quite good ok and the community the community of unity
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well here you have different tools that also when doing a project between
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varios o un control de versiones o cosas así pues puede estar interesante vale entonces yo bueno
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siempre que creas una cuenta para lograr se vale y me voy a project en project cada vez que yo
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quiero crear un proyecto nuevo le voy a dar a new project aquí voy a elegir qué tipo de proyecto voy
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do ok then you see that I have for 2d 3d and universal 3d we have here several
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vouchers for mobile for vr vouchers well we have several we choose we choose what is what
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what type of project we want to do well the structure well that is the skeleton that we are going to
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use it is also going to load some functions or others and it is not going to be the same the 3d
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than the 2d for example it is worth in the 3d we are always going to work with x and z in the 2d we are going to
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work with x and it is good it is important that you choose well because the core of your project is worth
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Beyond that, for example, if I choose the 3D, I will be able to make a 2D game,
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leaving the camera fixed, for example, okay?
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Well, then, I create a new project, here we tell it the name of the project,
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we tell it where we want to save it, okay?
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Well, we give it to Create Project, and then what it is going to create,
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what it is going to generate is this window, okay?
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in this window, which is the one I tell you about, which is the one of Video Unity, which is the project that I have just created.
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Well, I see different sections, it is a group of windows that are modular, that I can modify,
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that I could take and put them, distribute them between different screens, if I had different screens,
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to make the workflow much more comfortable, and I can reorganize it.
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We have here in this little button the layout, which is one of those distributions that Unity gives us by default,
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Okay, to see all those windows.
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So, well, we can create whatever they are and save them, okay?
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With the safe layout, we could delete it and then delete the ones that were good.
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I always use the two by three, the two by three, which is this view.
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In this view I find the scene, which is the scene window, which is where I'm going to go
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generating the 3D scene by putting the different GameObjects. Remember that in Unity there are no objects, there are GameObjects.
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So this is where I'm going to put the different GameObjects, placing them and seeing at the development level how to organize everything well.
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This other window that the game puts is how the user is going to see it, there you will always have the user's view from the camera.
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If you look, I have another window, the hierarchy, which is the hierarchy of the game objects that I am putting into my scene.
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It is worth that from always when we create a project.
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I will always load the main camera and a light.
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Now Unity allows you to create empty projects.
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And well, now it is that option, but with the previous version, it always loaded these two, these two components, because it understands that you will always need
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a camera and you will always need a light ok then if you look here the main camera and the
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live direction are these two little icons that put them here in small but that if you double
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click on it it will take you and you can see them ok well then the project window shows us and this
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window is subdivided into two sections this window what it is showing you is the asset folder
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that is the one you have created in the folder where you have indicated unity that creates the project
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from the unity hub window ok I want to say with that that everything that I add in the different
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folders or subfolders of asset I could add it directly from the disk ok
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So, well, all the structure that we are doing here, I have it saved in the hard disk, okay?
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And I would have access without the need to use the Unity editor.
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Well, and then, finally, we find the inspector window, which is where the different components appear, on the one hand, okay?
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You see that they come by categories, right?
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comes the transfer and in the light it comes no longer comes any more here I have a button to
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add different components to add more components as it could be a script
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and within each of those components there is a pair there are parameters that we are going to
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be able to modify because from the editor of unity or from a script it is worth the scripts they are always
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with cesar ok so they will always have the css extension all the games are going to have
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always a transfer a transfer a red transfer but that in the end they will serve to modify
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the position the rotation the scale is worth then those are going to have all the simplest
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the simplest game yet is an empty and the senses are going to have as a component exclusively the
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transform the rest of the component will always have more parameters, they can be components,
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sorry, they can be game objects that are simple as it can be the light direction or those that we have
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seen in class that are complex such as the button, not that the button had a father game
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object that was in charge of managing what the button is, the click is worth and then it had
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another green object that was related that was a tex
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that was in which we configure what text we want to appear on top of the button
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is good to put the different ones that there are not yet you have here the options to add
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what is needed or what I always do is right button and here it is also the same
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I am going to put the different images if you look here I have the user interface
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which is what interests me and here we have the different objects that I can use
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within an interface, I would put them from here, the first component that I am going to need
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is this one called canvas, it is worth a canvas, it is a canvas in which I am going to always draw
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well, the entire user interface, the user interface, I'm going to do it in x and y, okay, I'm going to load the different images, the different games,
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not everything I need in x and y, okay, then I select canvas and I see that the canvas has put me here and also added another game
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which is the event system, this is important because it is the one that controls all
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all the events that are going to occur within that canvas or any canvas we can have
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several canvas created but only one event system is worth if you see that you click on buttons
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click on the list of events that we have already used in other parts
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and they do not work is because that event system file you do not have it that file I am only going to
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modify it when we get into the vr ok but right now the only thing we need is
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is good I get into the canvas and the canvas you see it has in its inspector window different
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parameters one is the retransform in which I can modify the rotation the scale and the size we go
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the scale the size the pivot is worth I can modify the anchor points well we can do
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several things here this is what I tell you that this transfer is the transfer we are going to have it more or
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equal in all the games then I have the canvas and the first thing I find in the canvas is
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what type of canvas I want to use here gives us three options the overlay and the camera
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camera and the workspace is worth the associated to the 3d space the first two right now for us
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are the same but you have to or it must be in your head the idea that the camera the camera
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what it is going to ask me is always good first is the camera where I want to associate it not that I would take
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the camera dragged loose and then I can put a distance between that canvas and the camera
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in such a way that 3d objects can pass between what I am drawing in my canvas,
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it is worth the different panels, the different ones, whatever it could be, it could be covered or it could be
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covered by a 3d object that is passing between the camera and that canvas, it is worth, however,
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the over line because it does not make us that the over line does not have a distance between the camera and the
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camera in such a way that you will never be able to cross any 3d object we could make the
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cameras be displayed only for a certain camera in a game you can use several cameras
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ok then we have there well different parameters to me now the one that interests me is this one
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of the render mode ok we leave it in overla and if I go down a little more I have the component the
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scale of the canvas is worth the canvas scale and there I have a sky mode ok this is how I want
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that canvas to be scaled with respect to the resolution of the screen if I change the
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resolution of the screen the resolution of the screen changes from the game window from here
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we can put different resolutions and we can give the plus and make us a new resolution
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that we want we give it a name we give it that resolution and we give it what there is in such a
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way that later it will appear in this list ok we can create the ones that we need ok
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so I'm going to tell you that what I want is to modify the scale of the ui not that it is constant
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because then it will be more it will be worse I will say that I scale it with the size the
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resolution size of the screen the second option is valid and there what it does to me is to activate the
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reference resolution is worth then because here you would have to put the resolution in x and in
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and of the resolution that you are using in your equipment is worth and this is going to be
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important when we work with the anchor points is worth that we will see what it is but it will be
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important. Well, if you look at the different components of the different
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I have here some buttons that allow me to work with them, then I could
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erase that component, copy the component, well, we could do from the three points
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varias opciones vale estas que nos están mostrando aquí mover una arriba amor una bajo como un poco
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las típicas vale lo que me interesa es es este botoncillo que es circular con un signo de
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interrogación vale cerrado bueno es lo que hace es que cuando lo pulsáis os lleva a la documentación
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of yuni is worth that documentation in my opinion it is quite good then that documentation is
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divided into two on the one hand it is the manual and on the other it is the scripting then in the scripting
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For example, if I search, let's see, text, for example, this one, let's see, let's search, for example, let's see if it finds it better,
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the text does not catch me, let's look for this one or let's see this one of the fine with tag, it is worth it for me to look for an object from the code, one of the objects that we have loaded in our hierarchy window,
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So, Unity shows you, tells you what this function is for, and then it always shows me an example in this way.
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So, here it is telling you, okay, if what you want is to load within that variable that you have declared as public and of GainOjet type,
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which you have called the respawn, then you are going to put the GainOjet.findWithTag and it will look for the tag with this label.
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label is valid then from the hierarchy window it will go looking from top to bottom and when I find
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a label that is as we have said
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respawn is going to take that object and it is going to associate it with this variable we in class what
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we have done has been to drag because it seems to me that it is easier right now for you but
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Of course, we can do it and we will do it a little bit later.
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Well, then this is the documentation
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of Unity and you can access what I tell you, okay?
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From these circular little buttons you could access
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and I think it's going to help you.
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In my opinion, it's a documentation that's pretty, pretty good.
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Okay.
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Well, this video, so that it doesn't get too long,
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I'm going to cut it here and now, in the second one,
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I'm going to be adding panels, gain-odds of the type Label or buttons, so that you can see how it is and we make a script.
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A greeting, see you later.
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- Idioma/s:
- Idioma/s subtítulos:
- Materias:
- Programación
- Niveles educativos:
- ▼ Mostrar / ocultar niveles
- Formación Profesional
- Ciclo formativo de grado básico
- Primer Curso
- Segundo Curso
- Ciclo formativo de grado medio
- Primer Curso
- Segundo Curso
- Ciclo formativo de grado superior
- Primer Curso
- Segundo Curso
- Ciclo formativo de grado básico
- Autor/es:
- Mario S.
- Subido por:
- Mario S.
- Licencia:
- Dominio público
- Visualizaciones:
- 28
- Fecha:
- 25 de noviembre de 2024 - 12:27
- Visibilidad:
- Público
- Centro:
- IES VILLABLANCA
- Duración:
- 00′ 09″
- Relación de aspecto:
- 1.78:1
- Resolución:
- 1920x1080 píxeles
- Tamaño:
- 53.33 MBytes