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m_Untranslated: In this first tutorial, you'll set up the 2D player character
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m_Untranslated: "<b>1.</b> Select the <b>Wall</b> GameObject you've already
created in the <b>Hierarchy</b> window.\n\n<b>2.</b> Duplicate the wall
object by pressing <b>Ctrl+D</b> (macOS: <b>Cmd+D</b>). Rename this duplicate
to indicate its position (For example, \u201CWall_Top\u201D).\n\n<b>Tip:</b>
Right after duplicating an object, press the <b>F2</b> key (macOS: <b>Return</b>
key) to quickly rename the selected duplicate. Then press <b>Enter</b>
(macOS: <b>Return</b>) again to confirm the new name. \n\n<b>3.</b> Use
the <b>Move</b> tool to adjust the duplicate's position to the opposite
side of the original wall. \n\nDon\u2019t worry \u2014 the placement doesn\u2019t
have to be perfect. It just has to overlap the edge of the play area. \n\n<b>4.</b>
Duplicate the top wall, then use a combination of the <b>Rect</b> tool
and <b>Move</b> tool to create Wall_Left and Wall_Right.\n\n<b>5.</b>
To organize the <b>Hierarchy</b> window, select all wall objects (using
the <b>Shift</b> or <b>Ctrl</b> (macOS: <b>Cmd</b>) keys. Right-click one
of the selected objects and select <b>Create Empty Parent.</b> \n\nThis
action groups the walls under a single GameObject, which you can name \u201CWalls\u201D
for clarity.\n\n<b>6.</b> Test the scene to ensure all walls are correctly
positioned and prevent the player from moving beyond the designated game
area.\n\n<b>Note:</b> Remember to save your scene!"
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m_Untranslated: "Congratulations on setting up your first 2D scene with your
player in a room surrounded by walls.\n\nHere are some of the things you
learned how to do along the way:\n\n\u2022 Switch between 2D view and 3D
view of a scene. (<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/2DAnd3DModeSettings.html?utm_source=learnTPOCi'>more</a>)\n\u2022
Explain the differences between navigating in 2D space vs. 3D space. (<a
href='https://docs.unity3d.com/6000.0/Documentation/Manual/2DAnd3DModeSettings.html?utm_source=learnTPOCi'>more</a>)\n\u2022
Define sprite. (<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/Sprites.html?utm_source=learnTPOCi'>more</a>)\n\u2022
Adjust the aspect ratio of <b>Game</b> view to playtest using the same
view that users will see. (<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/GameView.html?utm_source=learnTPOCi'>more</a>)\n\u2022
Use the <b>Rect</b> tool to move and scale 2D objects. (<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/class-Transform.html?utm_source=learnTPOCi'>more</a>)\n\u2022
Explain the differences between 2D colliders and 3D colliders. (<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/Physics2DReference.html?utm_source=learnTPOCi'>more</a>)\n\u2022
Duplicate a GameObject. (<a href='https://docs.unity3d.com/6000.0/Documentation/Manual/Hierarchy.html?utm_source=learnTPOCi'>more</a>)\n"
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m_Untranslated: Proceed to the next tutorial where you'll complete your 2D
game, including adding pushable furniture, collectibles, and even a user
interface!
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This genre often emphasizes strategic thinking, exploration, and puzzle-solving,
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m_Untranslated: "<b>1.</b> In the <b>Project</b> window, go to <b>_Unity
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window to identify the GameObjects in the scene: \n\n\u2022 <b>A Main Camera:</b>
This camera is configured to use <b>Orthographic</b> mode instead of the
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<b>A Floor:</b> This is an image of an empty wood floor, which will be
seen from a top-down perspective.\n\n<b>3.</b> In the <b>Hierarchy</b>
window, double-click the <b>Floor</b> GameObject to frame it in the <b>Scene</b>
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m_Untranslated: Unity offers a specialized 2D view of your scene. This view
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from the upper-right corner of the <b>Scene</b> view. \n\nYou don't need
the <b>Scene</b> view gizmo in 2D view because orbiting is disabled \u2014
you are no longer using the Z-axis perspective because 2D games do not
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of the room.\n\n<b>3.</b> With the sprite selected, ensure its <b>Z</b>
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m_Untranslated: Unlike the <b>Rigidbody</b> component used for 3D objects,
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free to open the script, read through it, and see if you can figure out
how it works. It has a lot of comments that should help you out.\n\n<b>2.</b>
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window, then drag the <b>PlayerController2D</b> script directly into the
<b>Inspector</b> window to add it as a component to the <b>Player</b> GameObject.
\n\n<b>Note:</b> You can also drag the script directly onto the <b>Player</b>
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in the <b>Inspector</b> window to add the script.\n\n<b>3.</b> With the
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including its speed and whether or not you want the player to be able to
move diagonally.\n\n<b>4.</b> Test the player controls in <b>Play</b>
mode. \n\nYour character should now move with either the arrow keys or
the WASD keys.\n\n<b>Tip:</b> If you edit values in the <b>Inspector</b>
window, you might have to click within the <b>Game</b> view window to regain
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was 4 units wide and 3 units high. However, modern widescreen TVs and most
modern films use a wider 16:9 aspect ratio. \n\nThe <b>Game</b> view <b>aspect
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screen sizes and shapes during development.\n\nUp to this point, you have
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m_Untranslated: "<b>1.</b> Enter <b>Play</b> mode again to test your game.
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Aspect</b> now and resize the <b>Game</b> view. \n\nNotice that you can
no longer see the entire floor, and the player can exit the viewable area.
\n\n<b>4.</b> Select <b>16:9</b> from the <b>aspect ratio</b> dropdown
to set the <b>Game</b> view to a widescreen aspect ratio. \n\nThis ratio
matches the dimensions of the floor, so the entire floor will always be
in view. \n\n<b>5.</b> Resize the <b>Game</b> view again. \n\nNotice that
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search for and select <b>Box Collider 2D</b> to add it to the wall. \n\n<b>2.</b>
Select your player character in the <b>Hierarchy</b> window. \n\n<b>3.</b>
Depending on the shape of your character, add either a <b>Box Collider
2D</b> or a <b>Circle Collider 2D</b> component. \n\nFor the Robot vacuum
and UFO, you\u2019ll likely want a <b>Circle Collider</b> component. \n\n<b>3.</b>
Enter <b>Play</b> mode to test. \n\nYour player character should now collide
with the wall, unable to pass through it."
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