
Learn: The Profession of Game Designer from Scratch to PRO
Learn MoreUnity is one of the most popular game engines in the development world. It is used to develop games for smartphones, personal computers, and consoles. Unity supports both 2D and 3D graphics, making it a versatile tool for developers. This engine is characterized by the phrase "Easy to start, difficult to master," emphasizing its accessibility for beginners and the depth of capabilities for experienced users. Unity provides a rich set of tools and resources, allowing you to create high-quality and engaging games.
Anyone with sufficient motivation can master the basics of game creation with Unity. Further success will depend on experience and persistence in learning the nuances that will become apparent as you work. In this text, we are launching a series of materials aimed at helping beginners master this game engine. Each subsequent tutorial will dive deeper into a different aspect of game development, allowing you to build your skills and confidence as you create your own projects.
- How to Install Unity
- Overview
- Scene View
- Project
- Inspector
- Game View
- Hierarchy View
How to Install Unity
To install Unity, visit unity.com and select the "Plans & Pricing" section. The page that opens will default to the "Individuals & Teams" section, where you'll be offered the option to subscribe to Unity Pro. However, for beginners just getting started with the engine, this version is optional. We recommend considering options suitable for beginners to explore Unity's features without breaking the bank.
Visit the "Student and Hobbyist" section on the official Unity website. Select the Personal option, which is a fully functional, free version of Unity. This version is available for use as long as your revenue from games created with Unity does not exceed $100,000 over the past 12 months. This is a great opportunity for aspiring developers and passionate enthusiasts to create and experiment with games without financial investment.

Download and install Unity Hub. This application allows you to download different versions of Unity to your computer, as well as create and open projects. Unity Hub is a convenient tool for managing your projects and engine versions, making your development process more efficient and organized.
When you first launch Unity Hub, you will be prompted to install the latest version of Unity. You can decline this offer. Later, you can install the required version of Unity in the "Installs" section.

Latest version with The version indicating the current year may not be fully debugged. Therefore, if you are just getting started with the engine, it is recommended to install the version designated as recommended. This will ensure more stable operation and minimize the likelihood of errors during the development process.

A new project is created through the section "Projects." Clicking the "New project" button will take you to the editor's default settings. For developing a 2D game, we recommend selecting 2D mode, while for a 3D game, 3D mode is more suitable. Choosing the right editor mode will significantly simplify the development process and allow you to focus on creating high-quality game content.

All games created in Unity, have a three-dimensional basis. Even if you initially start developing a project in 2D, after some time you may realize that you want to switch to 3D. In Unity, this is quite easy, since the engine allows you to easily switch a project from one visual mode to another.
Unity regularly updates its versions, and this guide is based on version 2022.3.10f1. Unity updates include new features, performance improvements, and solutions to existing issues, making it an essential tool for developers. Familiarize yourself with the latest changes and recommendations to get the most out of the platform.
General Appearance
The Unity interface consists of five main windows, each highlighted in different colors in the image. This is the standard view that the engine uses by default when starting a new project. English: Users can then change both the location and size of the windows to suit their own preferences.

The Scene and Game windows are located in the central part (red zone). These two windows represent different interfaces that you can easily separate and place in different places on the screen. When you first start a new project, they will share the same central area. To switch between the Scene and Game windows, use the corresponding tabs at the top of the interface.
In Scene, we develop the game, and in Game, we test it directly in the Unity Editor. Testing in the editor allows you to quickly identify and fix errors, ensuring a higher-quality final product.
On the left, in the pink area, is the Hierarchy window. This window displays a list of objects present in your game's scene. All elements, such as health packs, enemies, light and sound sources, form its structure. If you need to add a new object to the scene, simply place it in the Hierarchy window, and it will automatically appear in the Scene window. This simplifies the process of creating and editing game content, allowing you to conveniently manage all the elements of your game.
At the bottom of the screen, in the blue area, is the Project window. This window stores all the assets you use to create the game. This includes sprites, sounds, textures, models, animations, and scripts. Game objects composed of these assets are also located here. Reusable objects are called prefabs. Using prefabs simplifies the development process by allowing you to reuse game elements and speed up the creation of new levels and scenarios.
On the right side of the screen, in the green area, is the Inspector window. This window displays all the properties of the selected object or asset. Here you can find out what the object is, what components it consists of, what scripts control its behavior, and what determines its visual style. Using the Inspector window allows you to effectively analyze and edit objects, significantly simplifying the process of content development and optimization.
At the top of the page is the Toolbar, colored yellow. It contains several buttons that provide access to your Unity account and cloud services. These features allow users to effectively manage their projects and resources in the cloud.

Three buttons located in the center activate game testing and allow you to pause it.

There are four more buttons on the right side of the Toolbar.
The Undo History function allows you to track All your actions in the editor. It allows you to revert to previous document states, undoing any changes. This is a convenient alternative to the standard Ctrl + Z keyboard shortcut. Using Undo History provides a more flexible and controlled editing process, allowing you to easily correct mistakes and restore the desired versions of the text.

The magnifying glass button, labeled "Global Search," is used to search for files in Unity. Next to it is the "Layers" button with a drop-down menu that controls the display of objects in the Scene window. This feature allows you to toggle the visibility of objects belonging to specific layers. For example, you can hide all objects associated with the Enemy layer or prevent them from being selected, which greatly simplifies working with the scene and improves design convenience.

The Layout button, located on the far right, allows you to change the arrangement of the five main windows in the Unity Editor mentioned earlier. This feature allows users to customize the interface to their preferences, improving user experience and increasing game development efficiency. Customizing windows in Unity promotes a more intuitive interaction with tools and resources, which is especially important for professional developers.
Four additional options are available in the Layout menu. You can also freely arrange windows on the screen in any order you like and resize them as needed. The created layout can be saved using the Save Layout option.

Pay attention to the image above: it shows Four separate Scene windows, each showing the game world from a unique perspective. You can also create an unlimited number of Inspector windows and arrange them as you wish. The following image shows four Scene windows, four Inspector windows, two Hierarchy windows, and five Project windows. Why so many? Because it's convenient and allows for flexible workspace customization for efficient development. Using multiple windows helps you stay organized and makes it easier to interact with different aspects of your project.

Let's take a closer look at each of Unity's five main windows. Unity is a powerful game development platform, and understanding the interface structure is key to effectively using all its features. Each of the main windows provides developers with unique tools and features needed to create and optimize game projects. Learning these windows will help you navigate the development environment more quickly and increase your productivity.
Scene
The Scene window is where we create game levels. In this interface, we can place enemies, configure light sources, set up cameras, add triggers and interface elements. This is a key stage in game development, allowing us to visualize and organize all elements of gameplay.
It is important to understand that the scene displayed in the Scene window is not the same as what we see in the Game window, that is, in the game itself. The image in the Scene window is generated using the Scene view camera, while the Game window displays the image generated by an object with a Camera component located in the scene. This distinction is important when developing and debugging games, as it allows for greater control over visual elements and their interactions during gameplay. Understanding this difference will help optimize scene creation and improve the quality of the final product.

In the upper left corner of the Scene window there is a small toolbar containing six buttons that are placed vertically one below the other. This panel provides access to the main functions and tools needed to work with the scene.

Buttons located at the top The down and up arrow keys correspond to the Q, W, E, R, T, and Y keys. The hand button, known as View, allows users to navigate the scene by panning the image left, right, up, and down. This tool simplifies navigation and improves interaction with visual content, which is especially useful when working with graphic editors and 3D modeling.
Five additional buttons allow interaction with objects in the scene. These controls allow users to more effectively control and manipulate objects, improving the overall experience of interacting with content.

The Move button serves to move a selected object in the scene along the x, y, and z axes. Using this feature, you can precisely position elements in 3D space, which is especially important for creating high-quality visualizations and animations. Moving objects using the Move button provides flexibility and control over the scene composition, allowing you to easily adjust the arrangement of elements to suit your needs.
Rotate is a tool that allows you to rotate a selected object. With this feature, you can change the angle and orientation of objects in your project, which helps create unique and dynamic compositions. Proper use of Rotate helps improve the visual perception and composition of your work. Оптимизация вращения объектов позволяет добиться гармонии и баланса в дизайне, что важно для привлечения внимания и создания эстетически привлекательных изображений.

Далее расположена кнопка «Scale», которая позволяет изменять масштаб объекта. С помощью этой функции вы можете легко увеличивать или уменьшать размеры объекта, что полезно для точной настройки его визуального восприятия в проекте. Изменение масштаба может значительно повлиять на общий дизайн и композицию, поэтому важно использовать эту опцию с учетом контекста.

Rect offers functionality for resizing 2D objects and user interfaces in games. While it can also be applied to 3D objects, its primary purpose is focused on 2D. With Rect, you can easily move, rotate, and scale objects, making it an indispensable tool for game developers looking to create intuitive interfaces and dynamic game environments.

At the bottom of the Tools panel there is a Transform button. This button combines the Move, Rotate, and Scale functions, making it especially convenient when working with 3D objects. Using Transform allows you to quickly and efficiently change the position, orientation, and size of objects in 3D space, significantly simplifying the modeling and editing process. There's an important caveat when working with objects with colliders that define their spatial boundaries. If you select such an object, an additional button—Edit Bounding Volume—will appear in the Transform panel. This tool allows you to resize the collider, which can be useful for fine-tuning the interaction of objects in your project. Using this feature helps improve physics and interactions in a game or application, providing more realistic behavior of objects.

By holding down the right mouse button in the Scene window, you activate flight mode. Using the W, A, S, and D keys, as well as the mouse, you can move around the scene, allowing you to examine its details or choose the optimal angle for work. The Q and E keys control the flight altitude, allowing you to more precisely adjust the position in 3D space. This is a convenient tool for designers and developers, allowing you to effectively work with 3D models and scenes.
By pressing the Alt key and right-clicking, you activate the magnifying glass mode. Moving the mouse up and down, you can zoom in and out. This tool allows you to zoom in on elements on the screen, which is especially useful when working with graphics or small details.
In the upper right corner of the Scene window is the Orientation control, represented by a figure with multi-colored cones. This tool allows you to quickly change the viewing angle of the scene, making it much easier to work with 3D objects. Using Orientation helps you better navigate in space and adjust the perspective depending on design tasks.

By clicking on the cube with the left mouse button, you Switch the image from perspective to orthographic projection. In perspective projection, objects moving away from the camera decrease in size as they move toward the horizon. In orthographic projection, this effect does not occur, and the sizes of objects remain constant, regardless of their distance from the camera. This allows for more accurate representation of the sizes and proportions of objects, which can be especially useful in architectural visualizations and technical drawings.
The gray bar at the top of the Scene window contains three groups of buttons. The first button on the left allows you to select one of two modes: Center or Pivot. These modes determine how the selected object will move in the scene relative to its axis of rotation (pivot). Choosing the right mode is important for precise control of the movement of objects and their interaction in 3D space.

In Pivot mode, when selecting When you select multiple objects and attempt to rotate them, each object will rotate around its own axis. In contrast, in Center mode, all selected objects will rotate around a common center point. This allows for more precise control over the composition and animation of objects in the scene. The choice between these modes depends on the tasks at hand and the requirements for the final result.
The interface features a button with two options: Global and Local. These parameters determine how an object moves in the Scene window along the x, y, and z axes. In Global mode, the x, y, and z axes remain fixed, regardless of the object's rotation. In Local mode, the axes will change their direction in accordance with the object's rotation. Choosing between these modes allows for more precise control over the positioning and orientation of objects in 3D space, which is especially important when working with animation and modeling.
Let's return to the gray bar at the top of the Scene window. The Grid Visual button allows you to turn on and off the grid in the window, as well as customize its settings and location. Using a grid can significantly simplify the process of editing and arranging elements, which is especially useful for designers and developers. Grid settings allow you to achieve greater precision and order in working on projects.

The Grid Snapping button is responsible for setting up the grid. In Global mode, it allows objects to move around the scene in specific increments, such as one cell at a time, rather than smoothly. The drop-down menu allows you to set the size of this increment for each axis. This feature is especially useful for precisely placing objects on the scene at a specified interval, which greatly simplifies the editing process and improves the visual consistency of the composition.

Snap Increment performs a function similar to Grid Snapping when you hold down the Ctrl key. This function is available in both global and local modes. The step for moving an object around the scene is set in the drop-down menu of the Snap Increment button, which allows you to fine-tune the movement parameters for ease of use.

In the upper right corner The Scene window contains tools for customizing the display of scene controls. These tools provide convenient access to the functionality needed to effectively manage the scene and its elements.
The Draw Mode button controls the display of objects in the scene. By default, the Shaded option is selected, allowing you to see models as they will appear in the game. Switching to Wireframe mode displays a mesh of the models, allowing you to better understand their structure and geometry. This is useful for developers who want to analyze the details of models or optimize their performance in the gameplay.

The next 2D button provides the ability to switch Scene display mode optimized for 2D gameplay. This mode allows developers to effectively visualize game elements, simplifying the creation and editing process. Switching to 2D mode helps focus on the graphics and gameplay mechanics, providing easier interaction with objects and improving overall development productivity.
In Unity, all games are inherently 3D. When you create a new project and select 2D mode, the 2D button is automatically enabled in the Scene window. However, you can always disable it and switch to standard 3D mode. This flexible approach allows developers to visualize and design games in a format that is convenient for them, while still taking full advantage of 3D space.
Working with the game interface in 2D mode becomes more intuitive and convenient. 2D UI elements provide better visual contact and ease of interaction, which makes the gaming process more comfortable.

Button with The light bulb icon controls the lighting in the Scene window, turning the light sources on or off. The speaker icon controls sound effects, allowing you to turn the volume on or off. These features allow users to easily customize the visual and audio experience in a project.
The Effects button enables you to turn various visual effects on and off in the Scene window. It controls the display of the skybox, post-processing, and particles created with the Particle System. This allows you to flexibly customize the visual elements of the scene to achieve the desired result.
The icon with a crossed-out eye, known as the Scene visibility switch, allows you to display even hidden objects in the Scene window. If you have turned off the visibility of an object in the Hierarchy window by clicking the eye icon, this switch will still allow you to see them in the Scene window. This functionality is useful for working with elements that you temporarily do not want to display, but still need to be able to edit or inspect them.

The camera icon, known as the Scene view camera, is used to adjust the camera that displays the scene in the Scene window. This feature allows users to optimize perspective and angles, improving the visualization of their work in the editor. Properly setting the Scene view camera contributes to a more efficient development and design process, which in turn improves the quality of the final product.
The last button in the interface is the Gizmos menu. It displays all the graphical elements in the Scene window that help identify and interact with objects. This tool simplifies the process of working with scene elements by providing visual cues and facilitating project navigation. Using Gizmos allows developers to effectively manage objects, improving overall productivity during the development process.

Project
This section contains all the files needed for game development, including models, sprites, sound effects, scripts, materials, and prefabs. Even the scene in which the game is created is saved as a separate file. If you create an object that you plan to use repeatedly in the game, you can save it in the Project window. To do this, simply drag it from the Hierarchy window. This will create a prefab that can be easily used across all levels. For example, if you've designed a first aid kit, you can save it as a prefab and place it in different parts of the game, which will greatly simplify the development process and improve resource efficiency.

The Project window in Unity is a visual representation of your project's Assets folder. All files added to the Assets folder are automatically displayed in the Project window. This means that if you drag a sprite or other asset directly into the Assets folder, it will instantly appear in the Project window. Likewise, deleting a file from the Project window will also delete it from the Assets folder. Therefore, it is important to be careful when working with files in this window to avoid accidental data loss. Proper asset management in Unity will help optimize your workflow and keep your project organized.
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It is important to note that deleting a file in the Project window also deletes it from your computer. This means you will lose access to this file, and it will be impossible to restore it without a backup. Therefore, before deleting the file, make sure that you no longer need it, or save a copy of it elsewhere.

The Project window has two display modes. Right-clicking the word "Project" in the upper-left corner of the window displays a drop-down menu that allows you to choose between One Column Layout and Two Column Layout. In One Column Layout mode, the window will be presented in a single block, which displays the folder hierarchy and the files contained in them.

In the second option, the window is divided into two parts. The left displays the folder hierarchy, while the right displays the contents of the selected folder. This allows the user to quickly navigate the file structure and conveniently view the required data.

In the upper left corner of the Project window, under the Project heading, is a "+" icon. This button is used to create new files. For example, if you select the C# Script option from the drop-down menu, a file with the .cs extension will be created. In this file, you can write the code that determines the behavior of various objects in your game.

You don't have to click the "+" button. The drop-down menu also opens if you select the Assets section in the top bar of the Unity editor and then create a new item using the Create item.

You can import Finished files in the Project window. To do this, go to the "Assets" menu and select "Import New Asset". This will allow you to easily add the necessary resources to your project, which will simplify the workflow and increase the efficiency of your workflow.
You can easily add a file to Unity by dragging it from any folder on your computer directly into the Project window. Alternatively, you can save the file directly to your project's Assets folder. After that, it will automatically appear in the Project window, which will simplify its further work.
When you add a new asset to Unity, a file with the .meta extension is automatically created in the Assets folder, which has the same name as the asset itself. This file contains important metadata necessary for the asset to work correctly in the project. Proper management of .meta files helps maintain project structure and ensures efficient versioning and asset compatibility.

A metafile is created automatically by Unity and is used to store information about how the associated file is used. It is crucial that the metafile and the corresponding file are located in the same project folder. Moving a file from one subfolder to another in the Assets folder without moving the metafile can cause problems. To avoid such situations, it is recommended to move both files at the same time. The best way to do this is to use the Unity engine itself, via the Project window, which ensures that the metafile is automatically moved along with the file. This not only simplifies the process, but also minimizes the risk of errors in your project.
To add an object from the Project folder to the scene, simply drag its file to the Scene window or the Hierarchy window. This will cause the object to appear in both of these windows. However, please note that not all files from the Project can be added directly to the scene. For example, components that add functionality to objects should be moved to the Inspector window of the selected object. This allows you to effectively manage the properties and behavior of objects in your scene.
In the upper right corner of the Project window, there's a field for searching assets by name. Next to it are buttons that allow you to search assets by type (Search by Type) or by label (Search by Label). These features facilitate navigation and help you quickly find the elements you need in a project.

Searching by type allows you to easily find objects of a specific type, such as models, sprites, shaders, fonts, and materials. Using this feature significantly simplifies working with projects. Labels can be assigned arbitrarily through the Inspector window of the selected file, which helps organize and structure content. This feature improves navigation and quick access to the necessary resources during the development process.

After the "Search by Type" and "Search by Label" buttons, there is a button with a star icon — "Save search". This function allows you to save the results of a specific search. Saved options will be displayed in the "Favorites" section. Project window, making it easier to access frequently used queries.

By default, the Project window is divided The Console window displays any error messages that occur in your program. This window can also display information necessary to check the correct operation of the program.

Inspector
The Inspector window displays information about the selected game object, file, or asset. This allows developers to analyze and modify object parameters in real time, significantly simplifying the development and customization process. Using the Inspector window is an essential tool for optimizing work with game assets and improving the quality of a project.
Objects in Unity are empty containers that we fill with functionality using various components. Components are added by dragging them from the Project window to the Inspector window or by using the "Add Component" button in the Inspector window. This allows for quick customization of object behavior and expansion of their capabilities, a key aspect of working with Unity. Using components correctly helps create more complex and interactive game elements, which significantly improves the overall user experience.

Adding the Sprite Renderer component to the selected object will allow it to display a sprite. A specific sprite is selected in the Sprite Renderer component in the Sprite field.

Add an AudioSource component to your object, and it will be able to play sounds. After that, include a C# script so that the object will begin executing the necessary algorithms. This will not only improve user interaction with the object but also create a more dynamic and engaging atmosphere in your project. Appropriate use of sound effects and music can significantly enhance the quality of your work and attract user attention.
The number of components that can be applied to an object is large, and it is their combination that determines the functionality of this object in the game. Is it a player-controlled character or an NPC? Will the object be 3D or 2D? Perhaps it's a vehicle you can enter, or just a vase on a shelf you can break. All these characteristics depend on the components you add to the object in the Inspector window. Proper selection and configuration of components provide unique game mechanics and interactions.

The top of the Inspector window in Unity is universal For all objects. In the center is a field with the object's name, which can be changed at any time. This name allows the object to be found through scripts. To the left of the field is a checkbox indicating whether the object is active in the scene. Unchecking the checkbox causes Unity to stop tracking this object and all its components, which can be useful for optimizing project work. To the left of the checkbox is a button with a cube icon. This button allows you to select an icon that will represent the object in the Scene window. This is especially useful in cases where the object itself has no visual representation in the scene, i.e., there is no model or sprite. Now you can easily identify objects even if they are not displayed visually, which simplifies the process of working with the project.

To the right of the object name field is an additional checkbox labeled "Static". This field allows users to set the static status of an object, which can be useful in various setup scenarios.
By setting this parameter, you inform Unity whether the object is classified as dynamic or static. Dynamic objects are able to move in the game world, while static objects remain stationary. Properly setting these characteristics helps optimize game performance and improves the handling of physical interactions.
In Unity, it is important to distinguish between dynamic and static objects, as this affects the performance and visual quality of the game. For example, baked lighting can only be applied to static objects. This means that shadows cast by static objects will be fixed and displayed as textures, significantly reducing the load on the processor and graphics card. Properly setting up static objects in Unity can significantly improve the performance and visual appearance of your game.

Under the object name there are two drop-down menus: Tag and Layer. These menus allow the user to easily manage tags and layers, significantly simplifying the process of editing and organizing content. Selecting appropriate tags helps in structuring data, and using layers provides flexibility in working with visual elements.
Using tags, you can classify objects into specific groups. For example, an apple that improves health could be tagged with the "Medicine" tag, just like a first aid kit. Tags are essential for simplifying searching for objects in the same group using scripts. For example, if you need to eliminate all the enemies in a level, you would search for them by the general "Enemy" tag, rather than by the unique names of each enemy. This significantly simplifies gameplay management and improves the efficiency of working with objects.
Using the Layer tool, you can select a specific layer to which an object belongs. This functionality in the Scene window allows you to hide objects belonging to a specific layer, simplifying visualization management and project organization. Using layers helps structure the scene and improves performance, especially when working with large and complex projects.

You can implement the assembly effect In-game images using multiple camera angles. Each camera will capture only objects on a specific layer, creating unique visuals and enhancing the gameplay experience. This approach not only adds visual variety but also increases player engagement by adding depth and dynamism to the game world.
A simple example of a first-person shooter implementation involves using a second camera to prevent weapons from penetrating walls. When approaching a wall, the second camera will capture only the layer containing the weapon model. The resulting image from this camera is then overlaid on the main camera's image, which displays all scene elements except the weapon. This method allows for realistic player interaction with the environment, improving the overall perception of the gameplay and enhancing its quality.

If you select an object on the stage, it automatically contains a Transform component. This component controls the object's position in space. The Transform panel contains three fields for changing the values along the x, y, and z axes. By changing the values in the Position field, you move the object. By adjusting the values in the Rotation field, you rotate it, and the Scale field allows you to change the size of the object.

Various components with unique parameters and functionality, which gives them a varied appearance. It is important to note that each component has a checkbox to the left of its name. By unchecking the box, you disable the corresponding component.

You can add an unlimited number of components to an object. Components can also be rearranged, making them easy to use and customize.
Game
The Game window in Unity allows us to visualize our game in real time. During project development, we can easily launch and test the game by simply clicking the Play button. Это обеспечивает удобный способ проверки изменений и отладки, позволяя разработчикам быстро выявлять и исправлять ошибки.

В верхней части окна игры расположена панель с элементами настройки. Первая кнопка с левой стороны позволяет переключаться между режимами «Игра» и «Симулятор». Режим «Игра» демонстрирует, как проект будет выглядеть на компьютере, в то время как режим «Симулятор» показывает отображение на мобильных устройствах. Это переключение позволяет разработчикам и пользователям оценить визуальные аспекты игры на различных платформах, что особенно важно для оптимизации пользовательского опыта.

В режиме Game кнопка справа обозначена как Display 1. Она предоставляет возможность выбрать, с какой камеры, расположенной на уровне, будет выводиться изображение в окне Game в данный момент. При нажатии на эту кнопку открывается выпадающее меню, содержащее опции Display 1, Display 2, Display 3 и так далее. Это позволяет игрокам легко переключаться между различными камерами и выбирать наиболее удобный угол обзора для улучшения игрового процесса.

This feature allows you to work with Unity on multiple monitors simultaneously. You can display images from each camera on a separate screen, which significantly expands your visualization and project management capabilities. As a result, you can use up to eight monitors simultaneously, which is especially useful for developers and designers working with complex scenes and interfaces.

The next button is Free Aspect. Clicking it opens a drop-down menu where you can preview how the game will look on monitors of various formats and resolutions. This menu also features a Scale slider, which allows you to zoom in on the image. This is useful for optimizing visual perception and customizing graphics to individual user preferences.

The Play Focused button is a drop-down menu. Selecting the Play Maximized option allows you to run the game test in a mode close to full screen. This provides a more convenient display of gameplay in the Game window, which promotes deeper immersion in the game and improves the overall testing experience.

Unity's Play Focused mode allows you to test on a screen that isn't maximized to the full editor size. However, there's also a Play Unfocused mode, which has one important difference: when you start testing in this mode, you won't be able to control the game until you activate the Game window. If the Scene and Game windows occupy the same space and you need to switch between them, then when using Play Focused mode, the Unity editor will automatically switch to the Game view when you start testing. This doesn't happen in Play Unfocused mode, which can make it difficult to interact with the game. The choice between these modes depends on your preferences and the specifics of testing.

The Mute Audio button mutes all in-game sounds during testing. This feature allows you to focus on other aspects of the gameplay without being distracted by audiovisual elements.
The Stats button displays your game's performance statistics, including the current frame rate (FPS). With this feature, you can monitor how performance changes in real time and optimize your gaming experience.

The Gizmo button located in At the very end, it's responsible for enabling and disabling the display of icons and symbols in the game window. These elements help players better navigate the functions of objects. Clicking the button opens a menu where you can choose which icons will be displayed on the screen, which allows you to personalize the gameplay and improve the perception of information.

If you started testing the game using the Game tool, you can easily change the parameters of game objects in the Inspector window. For example, during testing, you can increase the character's speed and immediately see that the hero moves faster. However, it's important to remember that after testing, all changes made in the Inspector will be reset. This allows you to experiment with settings without worrying about losing your original settings.
There's a common problem with editors: If you forget to turn off testing mode and continue editing, you may later become frustrated because all your changes weren't saved. This emphasizes the importance of regularly saving your work and monitoring editor modes to avoid data loss.
Unity allows you to customize the interface color while testing your game, which helps avoid confusion during development. While working on a project, all interface windows will appear gray, but when testing begins, they will change to blue, red, or any other selected color. To change the interface color, go to Edit > Preferences > Colors and select your preferred color in the Playmode tint line. This setting improves visual perception and makes it easy to distinguish between the development and testing stages.

Now let's go back to the beginning. In the Game window, in the upper left corner, select Game mode. Click this button and select Simulator. In this mode, the screen displays the interface of a mobile device with a touch screen, which allows you to conveniently interact with the application and test its functionality in conditions as close to real life as possible.

Now, the "Display 1" button will default to the Apple iPad Mini 4. This is just one of the many device options that can be simulated in the game window. Clicking the button will open a list of available devices, allowing you to select a specific model. For example, you can see how the game will look on a Huawei P40 Pro, Apple iPhone 12, or Xiaomi Mi5. There are many options to choose from.

In Simulator mode, when testing on a computer, left-clicking on the screen of a virtual mobile device is equivalent tapping a finger on the touchscreen. However, it's worth noting that multitouch is not supported in this mode. Gyroscope controls cannot be tested either. Mechanics that use these features must be tested separately on a real smartphone by connecting it to Unity or by loading a build of the application. This is important to ensure that all aspects of the application function correctly on mobile devices.
Simulator mode provides the ability to display all cutouts on the device screen, including the area under the front camera. This simplifies the visualization process and allows for a better understanding of which interface elements in your game may be hidden from the user. Using this mode helps developers optimize the placement of interface elements and improve the user experience.
The next button after selecting the target device is Scale. This button performs the same function as in Game Mode. It allows you to scale the image or interface according to the selected parameters, ensuring optimal display on a variety of devices. Proper use of the Scale feature helps improve the user experience by ensuring clarity and ease of interaction.
FitToScreen is a feature that adapts the device size to the dimensions of the Game View window. With this button, you can optimize the display of your project, which is especially useful when developing games for different platforms. The Rotate button provides the ability to rotate the device, allowing you to switch between vertical and horizontal modes. This is important for creating games with different aspects and orientations in mind, which improves the user experience and makes the game more versatile.
The Safe Area button activates a frame on the displayed device, showing the boundaries of the screen. Elements located outside this frame will not be visible to the player. This allows developers to optimally place content and ensure its visibility on different devices.
In Simulator mode, an option to activate Play Maximized mode is available. This mode maximizes the use of screen space to improve visual perception and ease of interaction with the application.
The last button is the Control Panel. In this section, you can select the language in which the device operates, as well as test scenarios related to lack of memory.

Hierarchy
The Hierarchy window in the Unity editor is located in the upper left corner of the interface by default. This window displays all objects in the current scene, including prefabs, particle generators, lights, cameras, and other elements. The Hierarchy simplifies scene management, allowing users to easily find and organize objects. It is an essential tool for working efficiently in Unity, as it helps maintain order and structure in your project.
When you add a new object to a scene, it appears in the Hierarchy window. You can select an object directly in the scene to work with it, but it is much more convenient to find and select it through the Hierarchy window. This simplifies the process of editing and managing elements of your scene.

In a scene, you can organize objects into groups by distinguishing between parent and child elements. Child objects inherit certain properties from their parents, such as their spatial position. This makes it easier to manage objects and maintain order in complex scenes. Grouping objects allows for more efficient editing and animation, since changes made to a parent element are automatically applied to its children.
To make an object a child, simply left-click on it in the Hierarchy window and drag it to the desired object. Alternatively, this operation can be performed programmatically through code. This allows you to effectively manage the object hierarchy in your project, improving the organization and structure of your scene.
You can right-click on the object you want to make a child. From the drop-down menu, select the option «Create Empty Parent». This action will create an empty object with no components that will automatically become the parent of the object you select. This approach simplifies the organization of the scene and allows for a better structure of the object hierarchy.

Child objects can also act as parents. This allows you to create complex hierarchies of objects when developing a game. Such structures make it easier to manage interactions between objects and simplify the organization of gameplay, which makes development more efficient.

To create a new object in the scene, right-click in the Hierarchy window and select the appropriate option from the menu. Alternatively, you can click the "+" icon in the upper-left corner of the interface.
You can set any object in the scene as the default parent. This means that all new objects added to the scene will automatically become children of this object. To do this, right-click the selected object and select "Set as Default Parent" from the menu that appears. Please note that the name of the object you have designated as the parent will be highlighted in bold.
To clear the default parent relationship of an object, right-click on the object and select the Clear Default Parent option. This action will allow you to change and customize the hierarchy of objects in your project.
By default, only one object can be a parent at a time.

When you hover over an object's name in the Hierarchy window, two icons appear on the left: an eye and a hand. Clicking the eye icon makes the object invisible in the scene, and selecting the hand icon prevents that object from being selected in the scene. These features allow you to effectively manage the visibility and interaction with objects, which is especially useful when working with large projects in development environments.

The Unity Editor is truly a complex and feature-rich environment. It's impossible to cover all of its capabilities and the nuances of working with the interface in a single article. One of the editor's key elements is the Hierarchy window, which allows you to manage multiple scenes simultaneously, organizing them into a hierarchical structure along with other objects. This provides convenience when working on projects, allowing developers to easily navigate and manage various elements.
When designing an interface in Unity, it's important to consider the order of UI elements, as this determines which elements will overlap each other. This means that some images will be displayed completely, while others will appear behind them. This information will be quite sufficient for basic Unity development.
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