Module 1 - Intro and Architecture
Module 1 - Intro and Architecture
for Windows
Meet Adam Tuliper | @AdamTuliper
• Target Audience
– Beginner & Intermediate Unity Developers
– C# Programmers
• Suggested Prerequisites/Supporting Material
– C# Fundamentals for Absolute Beginners
• http://www.microsoftvirtualacademy.com/training-courses/c-fundamentals-for-
absolute-beginners
– Digital-tutors.com (great Unity content)
Join the MVA Community!
• Unity is
– A game engine and ecosystem
– Supports more platforms than any other publically available tool
– Used by hobbyists & students, up to major studios
• Unity is not
– A 2D image or vector graphic creation tool (photoshop, gimp)
– A 3D modelling environment*
• It does have a built in terrain system
• Also supports third party plugins that enable some 3D modelling (ProBuilder)
Features/Capabilities
GameObject
HUDs Sprites
Components make things happen
Architecture
Unity’s Architecture
• Major Components
– Editor
– MonoDevelop
– Game Engine
• Editor
– Can play test game (play mode)
– Can extend easily
Project Structure
• Assets
– Always top level folder shown in Unity Editor
– Every file you bring into your project, prefabs, art, audio, and more.
• Library
– Local cache for imported assets & metadata for assets.
• ProjectSettings
– Stores settings from Edit->Project Settings
• Temp/Obj
– Used for temporary files during the build process from Mono and Unity
Compilation
• In the Editor
– Mono is always used to compile scripts
– Compilation in editor may be different than final build
– What works in game may be different in end build
• Your exported Visual Studio Project
– Assemblies generated by Mono or .NET
• Your game
– Compilation varies per platform. Different APIs supported.
Multiple levels of compilation