To begin with the Unity tool, the first thing we must do is getting this tool. To do so we must go to Unity's web, unity3d.com, and there we can get it. There are many editions, with the personal edition, which is the free one, we will have most of the characteristics available. So, either if it's for Windows or for Mac, we download and install it. When we open Unity for the first time, it tells us to create a new project. To do so we simply must give the project a name and the route where we will save it. We must have the route very clear, because as we can see a folders structure will be created inside this route. Some of them are created by Unity and we will create the rest as users, to put some content in them, to put some content of the video game in them. So, we hit create project and Unity closes, to start again with this new project open. Here we see Unity's interface, the first thing we will say is that the interface distribution can variate and be configured. If we go here in Layout, we can configure or choose different interface configurations. Here we will work with the 2x3 one. In broad terms, what really gets our attention is the two viewers and the three edition columns. About the two viewers, the scene viewer we have here allows us to see all the objects inside this scene, as well as editing them. We have many cameras, we will get to this point later, and through these cameras we can see and edit the scene elements. On the other side, the game visor shows us the action from the video game's definitive camera. This way when we execute the video game, we will see the action only through this camera. Regarding the three edition columns, we have hierarchy, which is the first one, project, and the inspector. Let's begin with the project column. In fact, we have introduced it a few minutes ago, when we talked on where we had to save the project. Project is all the folders hierarchy where we save all our project's information. Here, inside Project, we see a folder called assets. If we move this a bit to see our folders structure, we will see that in the structure in which we have saved our project, all this has been created automatically. The most important folder is assets, as we will create our content in it, or we will incorporate our game's content. Geometry, textures, scripts, animations, etc. The other ones, we can leave them at the moment, because they are automatically created when we make a new project. It's important to understand the relation between the folders structure both in the file explorer and in Unity. If I go to 'project', then 'create', and I select 'folder', I am creating a new folder, and I select it. And this new folder will be called geometría [geometry], or Geo to make it shorter. The geometry folder has been created here. What I create on one side can be seen on the other one. You can do it from where you want to, but it is highly recommended to work only from Unity, creating all the folders needed. Anyway we must be aware of this bidirectional relation between what we do in Unity and what happens in the files explorer. Well, let's go back to our general vision. Here we can create the different folders we want and we can order them as we want to. Now I create another folder called Texturas [Textures], to save the textures. It creates another folder. And in this case it's been created inside the geometry folder. But we can edit this order so that they are at the same level. Now, both Geometría and Texturas are inside the Assets folder. I'm going to create a third folder called escenas [Scenes]. Why scenes? Well, because we said we work on a project, and a project is simply a bunch of all the elements we will have inside our video game. But we structure the video games by levels. Basically, the comparison is between scene and level. Each scene is a specific distribution of some elements in our video game. There are elements which we will incorporate to each scene, such as the main character. There are some other elements such as certain enemies or objects which might be only in determined scenes. So, to build scenes, what we do is taking the elements of the project we're most interested in and we move them to this particular scene. So we work inside a project but we work on scenes individually. Right now, as we just opened the project, the scene hasn't been saved. We are in an untitled scene, as we can see here. What happens if we save the scene? If we hit Control S, it asks us if we want to save the scene. Unity has its own format, so the file extension will be .unity, and it will suggest us saving it inside the same assets folder. OK? we hit save, then we give it a name, in example, escena 1 [scene 1]. And it automatically has been created here in this root. We can't see it here, but there we can. Here we can see how in the second column inside the project, it tells us that apart from the folders there are individual objects. And here we have a .unity file which is the number one scene. As I created a scenes folder, the most logical thing would be moving it so that it is inside the scenes folder. So if I click in scenes, I have this scene. The ideal would be that our project had the scenes we need, inside a scenes folder to work in an organized way. Well, now we are working in the first scene, and here, depending on the content we have in geometry, textures and other folders such as animations, scripts, etc. We drag it and take it to the first column called hierarchy. In this column we are going to see all the scene's elements. Right now there are only two elements, which are the main camera and a light. Why are there two elements? because by default Unity makes them when you create a scene or a new project. We are going to add a new element to have it as a referent, especially at a visual level. As right now we aren't going to work with our own content, we will work with Unity's primitives. What are Unity's primitives? Small objects that are basically used to test. Let's go to the game object/3d object/plane. This creates a plane, which is a plain surface in our scene. With this essential object, it's easier to explain how we can move through this scene viewer. To do so, the main thing is using the mouse wheel to zoom in and out, the mouse's middle button to pan and the alt key and the left button to rotate. This way, we can change the different cameras changing these axis we have here, so it depends on the axis. If we hit the middle cube, we go back to the isometric or perspective view. We can change until we want. If we see that we lose sight or get too far away from an object, we hit F key, if we had selected the object, we hit F key and we have it on the screen again. It is to zoom in or focus on the selected object. Well, now we can move through this viewer, it is good to remember that we will rotate depending on the selected object. Let's go on talking on the inspector column, and we will do it by creating more primitives. Let's make a cube here in game object/3d object/cube. It seems that we haven't created anything, but if we get closer and move, and we move the object, we will see that we have created a cube. Well, as you have seen, I moved the cube a bit, I did this wit the basic transformation tools, which are moving, rotating and scaling. To move, here we have this button, or the keyboard shortcut W, the next buttons are rotating and scaling. And the shortcuts are W, E and R. To move, as you can see, you basically need to choose one of the world's axis, which are in our object's pivot point, and moving it. This way we can assign our object the position we want. With rotating happens the same, we have 3 axis and we can rotate. And with scaling happens the same way, we scale an axis, which means deforming it, or we scale them all, which means changing the scale uniformly. These elements we have changed are the object's transform parameters. With this object selected, you see that when we have selected an object, it appears with this color, with this mark, to tell us it's selected. If we have selected an object, you will see how in the inspector appears many information on this particular object. If we change and select another object, these parameters will variate because they are relative to the selected object. Depending on the kind of object, it will have different parts, different categories. OK. Well, we will go to the cube and see some specific things. The first one is transform, which basically tells us the position, rotation and scale information, regarding the world coordinates, which we see in the world's three axis. X, Y and Z, the different sides depend on how the object is oriented. If we move an axis, we will see how its position changes. It's in units. Well, another important element on the object in this case is the box collider, in this case this primitive has a collider, which is a small mesh that we can use to calculate collisions, to calculate how the elements will collide between themselves, and then program which reactions will be produced when these collisions happen. There is also another element, called mesh renderer, which takes care of rendering the faces coloring, the geometry coloring, the triangles coloring. Each of these elements is also called components, of our particular object. We can create game objects, we can import objects as game objects, from other programs such as art, and we can create in edit components the game objects we have in our project's scenes. This way working in Unity involves this, having content, modifying it, creating components and configuring them, create the different scenes and testing them. Testing and trying out until we get the final result. To finish we will have this quick view on the basic interface. Let's talk on the lights. There's a default light, which is a directional light that mimics sunlight. We can specially modify it. Here the position won't change a lot but the orientation will. If we want we can change the angle a bit. We can also change its intensity in the inspector. Or if we want it to be too strong and burn the scene. We also have a camera. When we select it in the inspector we see its basic parameters. We can change its position, moving it. And we can also change its vision field. Here there isn't any motion, as you can see what we actually change is the camera's vision field. Let's leave is as it was by default. To finish, Unity has a lot of configuration options. The objective was simply seeing a general view of the interface. Next we will see how we can create the first behaviors between different objects. It is good to add and take into account that the final objective of working in Unity is creating a video game. You need to export and build. Making an executable build, a file that you can later export to the different platforms or devices on which the game needs to run. So we go to file, build, settings. We can see how the program allows you to export to different platforms. In some of them you need a special license as we can see in the home consoles. Well, this is the general interface, the next step will be beginning to explain how we can program small behaviors creating small scripts. So see you in the second unit.