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Unity Reference

Charlie Imhoff edited this page Jan 10, 2017 · 2 revisions

Prairie is a selection of pre-made Unity scripts and assets to be used inside of the Unity editor workflow. As such, using Prairie requires a basic working knowledge of the Unity editor (don’t worry — no coding experience is required).

Getting Started with Unity Tutorials

The following set of videos (each a digestible 3 minutes or so) will provide you with a good sense of the editor, scene view, and key concepts moving forward, (without any coding):

Key Terms

Coming back from a long break from Unity and need a refresh? Coming from a different game engine, or a computer science background? Just don’t want to watch any videos and are confident you’ll pick it up? Here are a handful of key terms you’ll certainly want to refresh yourself on:

Unity Term Similar Concepts Definition
Asset Resource Files which are saved in your project’s Assets directory. Everything which makes up your game is saved as an asset of various kinds (scenes, 3d models, textures, sounds, scripts, etc).
Scene Map, Level A physical space containing other assets, arranged and configured to create an interactive experience. The end product of your project are the scenes you create.
Game Object Entity, Object Instances of anything in the game scene. Including lights, text, players, walls, and even abstract things, like triggers. All Game Objects have a position, rotation, and size.
Prefab Blueprint, Class Preconfigured Game Objects, which can be saved as assets for reuse
Component Script, Behavior Game Objects are assigned multiple components which define how they work in the game. A player object would have a movement component so it moves when a players gives input as well as a collider component so they can’t walk through walls.
Property Field, Component Setting Each component has properties that can be adjusted in the inspector to modify how it behaves. For example, a light component has a color property.

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