You want to get started on Unity but you do not know where to start?
This tutorial will introduce you to an effective way of working to develop
projects on Unity. This method is maybe not the best, but it helps to clarify his ideas on a
project and progress quickly on the software.
-Know your project
-Start your project
The first thing about embarking on a Unity project is to have fun. Unity is certainly a very powerful game engine, but it is above all to make a game, if you do not take pleasure in your project, this project is likely to be missed. It is therefore necessary to take pleasure to advance and especially to achieve something satisfactory with this project.
If you are new to Unity, I advise you to go there little by little, it is not during your first project that you will manage to make a game worthy of the biggest companies of Video Games. Minimal projects will first get used to the interface of Unity, but you will also avoid starting your Scenes, your Scripts, even your entire project following the many mistakes made. A project too long can only depress you and so you lose interest in this beautiful software.
To progress with Unity, you have to gain experience. Only this experience can only be acquired with time, so as not to be pining for Unity, it is necessary to always remain in the optics of keeping fun. This is why we must finish our projects on Unity, because the greatest satisfaction of this kind of draft is the satisfaction of the successful work. Of course, if you do not feel like going forward in a particular project: GIVE UP. But avoid these kinds of situations to fulfill your ambitions with this software.
When you start a project, you have to know where you are going. It is therefore necessary to develop a plan, more or less developed according to the size of your project. For a large project, it is necessary to spend at least 2 hours to make a specification. Not necessarily complete specifications, however you must know the major instances of his project and know what we will put in each of its instances. Example (we want to make a simple toss game), for this you need:
- First, add a graphical interface allowing to model the room and the button to launch our algorithm.
- In a second step, create the algorithm using a random to know when it's right and when it's face.
- Finally, refine the project to optimize the code and improve the interface.
Once these steps are respected, we can consider the project as concluded. However, these specifications can be modified during the project according to your needs. It helps to keep a line director not to get lost in his project.
Once the specifications have been completed, a graphic charter must be drawn up. At first you have to choose the main colors of your game. This often difficult choice is very important for the rest of your project, because it will have a globally consistent game. There are also secondary colors that can vary depending on levels, but I advise you never to exceed 5 different colors. If you can not find your colors, the website https://color.adobe.com/en/create/color-wheel/ will save your life, I urge you, because there are many palettes that worth a look!
Once this choice is made, choose the graphic style, ie what will your game look like: Retro Gaming? Medieval Fantasy? Post-apocalyptic? Futuristic? From this you can choose your font, textures to use (to do on Photoshop, or find on the Unity Asset Store), wallpapers / panoramas, etc.
When the specifications and the graphic chart are well done, you have all the keys in hand to succeed your project. However, you will need courage and willingness not to give up at the first block, the Unity community being very developed, you will have no trouble finding help even if you are a beginner.
When we start his project on Unity, we have an important choice, either to make our game in 2D or in 3D. Even if this choice may seem trivial, it is very important for the rest of your project, because you will not have the same possibilities / facilities according to your choice. However, if you have followed the previous steps concerning the graphic charter and the specifications, you will have no problem in making your choice.
When you start your project, you come to this interface
On this interface you have to create several folders in the Project tab
This storage speaks for itself, having used it myself many times, this device can be found very easily in his project if you respect this storage course. It also allows team work. If someone resumes your project, it can easily navigate and find the files it needs. Of course this storage is not to respect the letter, you can add folders or even remove if they are empty.
Whatever your skills in coding / editing / network ... You will necessarily block at one time or another. To unlock, Unity's outstanding documentation is there for you: https://docs.unity3d.com/Manual/index.html. This documentation provides information on all levels for all uses of Unity. Only downside the documentation is not available in French. However the documentation remains sufficiently accessible to be understood even by the novices of English. If you are stuck on a specific problem, you can easily find tutorials on the net, however, be careful that this tutorial is recent so that it can stick to your version of Unity. Also vary the sources to see the most effective solutions related to your project.
You now have all the keys in hand to make your Unity project a success. Keep in mind that on Unity projects, the concept of pleasure is important, it is what will allow you to lead to projects of which you will be proud. A good project is not done on the job, so it must be prepared with a graphic charter and specifications. These rather tedious steps allow you to organize your project well and save a lot of time over time. Not to rush is the key with Unity. Even if this software is very powerful, the multitude of available functions makes its use difficult, such rigor is necessary or even mandatory for a project worthy of the name. I wish you a long and successful adventure with Unity.