 All right welcome back. So let's take a quick second here and get our scene all set up inside of Unity and The reason why I'm doing this is just because I want to show you how I go about setting up You know my quick little prototype scenes when I'm starting to develop a new type of rigid body controller inside of Unity Okay, so let's jump over into Unity 2018 and get started Okay, so to get this going what I'm gonna do is create a new scene here by going to file and new scene And that creates a new default Unity scene for me All right, and you might notice that I have this little toolbar up here Now you might not have that in your particular project and that is just because I imported the Pro Builder Toolset from the new package manager. So if I got a Windows package manager over here You can see that these are all the packages I currently have installed into my project so we're going to be going over post-processing and Eventually, I'll show you guys how to use or I'll do some tutorials on how to use Pro Builder To build levels and stuff like that inside of Unity at least to start to prototype levels All right, so it's kind of out of scope for this particular mini series I do want to just focus on the tank controller itself But I wanted to point out these that these are the packages I have installed into my current project Okay, and that's why this little toolbar is up here All right, so the first thing that I'm going to do I'm going to create a new project folder in here So I already have you know everything I'll set up in this tiny tanks folder here But what I want to do is I want to call this the tank controller All right, and that's because I'm going to put all the scripts that we create in this series inside of this particular Folder here as well as all the art assets and everything like that in the scene and everything like that So what I like to do is I like to create a very organized Folder structure. This is the basically the folder structure that I follow So what I'm going to do is create another folder by right-clicking on this tank controller folder here And going to create and then folder we'll say art All right, and I want to do a code folder All right, and the reason why I do this for every single project or any type of unity package that I'm creating is that it It's a consistent workflow So anytime that I'm jumping into a new project the folder structure is the same so I know where everything is Okay, so I'm going to create a prefabs folder And I'm going to go and create the scenes folder All right, and I'm going to leave their resources folder out for now. I don't need that just yet Okay, so the first thing I want to do is I want to come up here into my Scene over here into the hierarchy panel over here Okay, and I want to create a new empty game object now this empty game object is going to serve as the root For everything that exists inside of this particular scene here at least all the static stuff Okay, we'll keep the tank controller outside of this and so what I want to do is I want to call this the level GRP which is short for group Okay, and I want to make sure that it is that zero zero zero so what I can do to Quickly zero that out is just hit this little cog wheel over here and say reset and that will center that out for me Okay, and then underneath this level group. I'm going to right-click again and say create empty And this is going to be our geo group. All right, so I'll put all static geometry in there I'm going to create a lighting Group all right, and I forgot to hit f2 on the keyboard All right, so if you want to rename things really quickly hit f2 on the keyboard All right, so if I select it hit f2 that'll allow me to rename it quickly All right, so with that we're pretty much good to go. I'm going to go and drag the Directional light into that lighting group So all the lights that I create for my particular scene here are going to be contained underneath this lighting group here okay Now what I want to do is I want to go back into this geo group. I'm going to select it Okay, and I'm going to right-click and say create a new plane All right, so what I want to do with this plane is I actually want to make it a little bigger Okay, so I want to actually increase this to something like 20 by 20 in the x and z directions That'll basically give us enough room to test out our tank controller here Okay, and now I don't want to have this just a white plane. That's obviously very boring What I want to do is I want to assign a material to it and I already have the material created here So inside of my reusable framework that I've created I have a grid material. So I have this orange grid mat All right, so let's duplicate that and I'll make all these assets available for you guys So I wouldn't worry about it Okay, so I'm just going to duplicate that and I'm going to put that into our art folder over here okay so let's Collapse that so to quickly collapse Whole hierarchy of folders you can hold down the shift and alt keys on the controller That allows you to expand Everything really quickly you notice so I don't hold it down. All right and click the actual Arrow here and then open it up again Everything is still expanded, but if I hold down shift and alt and click that little arrow and then click it again It's all collapsed Okay So let's come over here in our this art folder here. Let's rename our grids folder So that we don't have the little one next to it. All right, and I'm just going to assign that material to it All right, that way when I go and export out this particular package All the assets will go with This particular folder structure over here. Okay. I don't want there to be any Dependencies between all these other folders here. I want everything to be Inside of this one hierarchy. Okay, so what I want to do is select the orange grid mat here And I'm going to come over here and I'm going to set the tiling to something like 20 by 20 Okay All right, so you can see that basically creates A nice grid for us. Okay Perfect and now what I need to do I'm going to come over here and rename this to ground Just so it makes it clear you can leave it Named plain if you want but I like to you know, keep everything nice and clean in my unity project So when I jump back into it everything is easy to find So what I want to do now is I want to create a bounds group Okay, and to do that. I'm just going to right click on the level group game object Say create empty and this is going to be our bounds group Like so and underneath that I'm going to create another empty game object and just call this bound 001 And on that bound 001 game object what I want to do is add a box collider to it And the reason why I'm doing this is because I want to be able to prevent the tank from falling off the sides Remember, we're going to set this up as a rigid body controller. All right So if it were to fall off the side here gravity will take hold and it'll just fall into nothingness. All right So with that box collider assigned this unity component signed Okay, what I want to do is increase the x size so that it fits just outside the bounds of that Plane there I'm going to make a little bit taller as well Okay, we don't really need it to be any more than you know one or two in the z direction here So I'm just going to pull that over the side now to get that really accurate What I can do is I can utilize the gizmos over here So I first want to go to an orthographic view. All right, so no perspective And then I want to hit the little y coming up here and then it'll take me into that top view All right Perfect. So with that all set up what I want to do now is hit control d on the keyboard that duplicates An object inside of our hierarchy if we have one selected And I'm going to drag this to the other side. So this is going to be called our bounds 002 Like so All right All right, so let's duplicate that again. We're going to do The left and right sides now okay so I'm going to center up the Bounds here By just typing in zero for the z direction And then we want to rotate it 90 degrees and just pull it off to the left there like so So I'm going to hit control d again And pull that off to that side All right, and that basically sets up our little tiny level there All righty, so what I'm going to do is hit this little Top button there that'll put me back into perspective mode so I can rotate around this And if we were to select our bounds group, you can see now we have our bounds completely Surrounding our grid All right, so again, this will just prevent our tank from falling off the sides here Okay, so with that what I want to do now is I'm going to go and copy The tank folder here now this will already be available for you So you're not going to have to do this particular step But I just want to put that into the tank controller here. We'll put that into our art folder and I do like to organize these a bit better. So I'm going to create another folder and just call it objects like so we'll put that into There and grids really should be in like a materials folder or global materials folder It's usually what I like to do. So we'll say global Materials because it's a material that is used, you know, just about in any scene. Okay So let me get rid of that one there by hitting f2 on the keyboard and let's go and Drag out. I'm not sure why it's sitting in the textures folder there. There are no textures for this particular tank I'll clean that up for you guys. So I'm going to drag that out into my scene And there we go. So now we have our cute little tank Ready to go The last thing that we're going to need from an art standpoint here is the reticle. Okay, so I made a 3d reticle So let's duplicate that and I'm going to drag that into my art folder as well. All right And we will put that into objects and remove the one from it like so Alrighty, and then I'm just going to drag and drop that out into the scene All right. So I made this in Houdini. So it came in a little small. So I'm just going to Drag that up a little bit or scale it up a little bit All right, when you ever you export something from Houdini, it comes in a little bit tiny Okay There we go. So now we have all of our art assets ready to go So once we get to the end of this particular miniseries, we'll do all the post effects setup So what I'm going to do for now is just leave it like that because we are now ready to start to add the code And the components to make all of this stuff work Okay, so with that I'm going to close out the video and move on to the next step