Getting Started with Unity for Begginer

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August 21, 22

スライド概要

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可視化技術や人間計測/空間計測技術を活用した問題解決に関する研究開発。 ARコンテンツ作成勉強会(AR_Fukuoka)を主催。

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Getting Started with Unity

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Follow Me Name︓Takashi Yoshinaga Twitter︓@Tks_Yoshinaga @Taka_Yoshinaga LinkedIn︓ https://www.linkedin.com /in /tks-yoshinaga /

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Goal Of the Tutorial https://youtu.be/zD0A1vdmQM8

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Launch Unity Hub Unity Hub

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Create Project (1/6) ①Projects ②New Project

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Create Project (2/6) Click here

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Create Project (3/6) 2021.3.X

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Create Project (4/6) 3D

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Create Project (5/6) Project name (e.g., AR_Test) Create Project

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Create Project (6/6) Unity Editor is launched.

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Overview of Unity Editor Scene Object List Placing objects to design virtual environment List of folders and files in the project

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Add Object With nothing selected Right-click on a blank space in the Hierarchy

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Add Object ①3D Object ②Cube

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Add Object Cube is addec

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Add Object Let's check the view from the camera.

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Play Play

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Play Displayed from the camera's point of view

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Stop Click Play button again to stop

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注意︕︕ You can edit in Unity while it is running, but if you stop running, all edits will be discarded. Always stop execution before returning to editing!

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Next Step Change the position, angle, and size of objects!

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Edit Position/Angle/Size of Object① Cube

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Edit Position/Angle/Size of Object① Select a mode Move Rotate Scale

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Change the viewpoint of the Scene [←][→]: Move Right/Left [↑][↓]: Move Forward/Back Alt/option + Drag: Rotate

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Edit Position/Angle/Size of Object② Cube

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Edit Position/Angle/Size of Object② Inspector (≒Property of a object)

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Edit Position/Angle/Size of Object② Set params as below Position 0 5 0 Rogation 0 0 0 Scale 1 1 1

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Edit Position/Angle/Size of Object② Cube may not be visible in some view settings.

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Edit Position/Angle/Size of Object② Double Click Cube

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Edit Position/Angle/Size of Object② Cube will be shown at the center of scene pane

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Edit Position/Angle/Size of Object② Press the [↓] key to observe from a slightly distant viewpoint

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Edit Position/Angle/Size of Object② Easier to see the positional relationship between the camera and the object.

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Next Step Let's change the color of an object!

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⾊の設定について Cube

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About Color Settings Inspector See Mesh Renderer

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About Color Settings Open Materials Default-Material assigned with default color already set *Unity uses materials to set colors and textures.

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About Color Settings Material details can be viewed at the bottom of Inspector, but DefaultMaterial is not editable.

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Next Step Let's create editable materials!

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Creating Materials Project Assets

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Creating Materials Right Click

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Creating Materials ①Create ②Material

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Creating Materials New Material is created

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Applying Material Click Cube

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Applying Material MeshRenderer See Default-Material assigned to Materials

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Applying Material Drag & drop over Default-Material See New Material (do not click)

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Applying Material New Material Click ▷ to see details

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Applying Material Click □ at the right of Albedo

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Applying Material Select a color as you like (Close the window after color selection)

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Next Step Let's add new details about an object e.g.: Apply physical laws

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Applying Physical Law Cube Add Component

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Applying Physical Law Adding new component allows you to add details that are not set by default

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Applying Physical Law Physics

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Applying Physical Law Rigidbody

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Applying Physical Law Rigidbody is added If Use Gravity is checked, it will be affected by gravity.

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Play Play

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Applying Physical Law Cube will fall

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Stop Click Play again to stop

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Next Step Interaction between objects

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Adding Object to the Scene Right Click inside Hierarchy

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Adding Object to the Scene 3D Object Plane

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Adding Object to the Scene Plane is added

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Adding Object to the Scene Plane

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Adding Object to the Scene Set Position as 0 0 0

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Adding Object to the Scene Select Rotate Mode

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Adding Object to the Scene Tilt slightly toward the camera.

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Play Cube rolls down

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Next Step Realize user interactions with C# script! e.g.: Screen click/tap

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Mouse Click/Screen Tap Detection Right Click inside Hierarchy

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Mouse Click/Screen Tap Detection Create Empty

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Mouse Click/Screen Tap Detection Rename to ClickObject *Any name is acceptable.

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Mouse Click/Screen Tap Detection Add Component

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Mouse Click/Screen Tap Detection Clear text box New script

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Mouse Click/Screen Tap Detection Change Script name to ClickScript *Any name is acceptable. Create and Add

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Mouse Click/Screen Tap Detection ClickScript is added

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Mouse Click/Screen Tap Detection Assets Double click to open ClickScript

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Mouse Click/Screen Tap Detection public class ClickScript : MonoBehaviour { // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { } }

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Mouse Click/Screen Tap Detection // Start is called before the first frame update void Start() { } // Update is called once per frame Check for mouse void Update() click every frame { if (Input.GetMouseButtonDown(0)) { Debug.Log("Click!"); } }

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Ctrl/Command + S To Save Script

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Mouse Click/Screen Tap Detection Console

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Play Playボタン

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Mouse Click/Screen Tap Detection Click Screen Results are shown

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Stop Click Play again to stop

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Next Step Let's generate objects dynamically! e.g.: Throwing a Cube by clicking on the screen

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Generate Box Dynamically Cube placed in Hierarchy already exists in space → Instead, I want to make it appear in space when the screen is clicked

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Generate Box Dynamically Project

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Generate Box Dynamically Cube

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Generate Box Dynamically Drag & Drop Cube into Assets Folder Assets

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Generate Box Dynamically A file with information about Cube with physics applied is created

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Generate Box Dynamically Make a Cube appear in space from a script using data described in a file

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Generate Box Dynamically // Link variables with Cube file [SerializeField] GameObject cube; void Start() { } // 毎フレーム実⾏される void Update() { if (Input.GetMouseButtonDown(0)) { Debug.Log("Click!"); } }

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[beta]
Generate Box Dynamically
// 毎フレーム実⾏される
void Update()
{
if (Input.GetMouseButtonDown(0))
{
Debug.Log("Click!");
//Generate box in the scene
GameObject obj = GameObject.Instantiate(cube);
//Acquire main camera to use its position
Camera cam = Camera.main;
//Set camera position as default position of the cube
obj.transform.position = cam.transform.position;
//Add force to shoot cube from camera
obj.GetComponent<Rigidbody>().AddForce(
10 * cam.transform.forward, ForceMode.Impulse);
}
}

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Ctrl/Command + S To Save the Script

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Generate Box Dynamically ClickObject

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Generate Box Dynamically Drag & Drop Cube File into the right box of Cube variable Cube File

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Play Play

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Play Cube can be shoot form camera

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Stop Click Play again to stop

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Next Step Let's realize delayed processing! e.g.: Delete Cube after 10 seconds

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Automatic Deletion of Cube Cube

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Automatic Deletion of Cube Add Component

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Automatic Deletion of Cube New script

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Automatic Deletion of Cube Set script name as AutoDestroy Create and Add

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Automatic Deletion of Cube AutoDestroy is added

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Automatic Deletion of Cube Double Click AutoDestroy to edit

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Cube Destroy Coroutine public class AutoDestroy : MonoBehaviour { void Start() { StartCoroutine(DestroyWithDelay()); } IEnumerator DestroyWithDelay() { // Erase itself after 10 seconds yield return new WaitForSeconds(10); Destroy(gameObject); } } void Update() { }

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Ctrl/Command + S To Save the Script

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Play Play Button

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Play Cube disappears after a certain time.

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Stop Click Play again to stop

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Complete!