Game Development Reference
In-Depth Information
Attribute Editor in Maya). Not only does this allow for the inspection of the
asset, it also allows for changes to be made to the attributes of the object. Lots
of attributes and connections can be seen here. Which scripts are attached to
which GameObjects can be seen. Which texture is assigned to a mesh can be
seen. Further, even important details like which scripts are talking to which
other objects in the scene are laid out here.
Hierarchy Panel
This and the Project panel work in close concert. The Hierarchy panel shows
what objects are in the scene. Here the organization of the objects can be
changed (which objects are children of which) and, when the game is playing,
can show what additional objects have been instantiated (which means
“created during game play”). To get assets to the Hierarchy (and thus in the
game), either put them there programmatically (via script) or drag them from
the Project panel.
Notice that the Hierarchy panel has a Create drop-down menu that
allows for the addition of all sorts of Unity-generated assets to the
scene. This can also be done via the GameObject>Create Other drop-
down menu.
Note too, that there is a search input field to find an asset that you know is in
the scene but you can't quite find by perusing the list.
Project Panel
Think of this panel as the library or storage bin. This is where all the assets
that are available for the game live until they are dropped into the Hierarchy
(or pulled over via script). Remember that when assets are represented in the
Hierarchy panel, they are in the game as well.
The Project panel is essentially the Assets folder. In the OS's file browser, when
things are dragged into the Assets folder—and after they have been imported
and understood by Unity—they will be presented in the Project panel. It is
here that reorganizing and deleting of assets should be done (as discussed
earlier in the chapter).
Notice that here too is a Create drop-down menu with a different collection
of Unity-generated assets. Also, here new Folders for organizational purposes
can (and should) be created to organize the assets into logical bins for easy
access. Lastly, notice that here too is a search input field to find a particular
asset if it's not immediately visible.
Using It All
So there's the crammed interface overview. The best way to learn an interface is
to use it. The pieces and method to the madness begins to become clear. So let's
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