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LupiNexMedia
2026-04-28 09:32:03 +02:00
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GameObject.\n\nThe <b>Canvas</b> is a special type of GameObject in Unity
that all UI elements need to be inside.\n\n<b>2.</b> With <b>Name_Text</b>
selected, locate the <b>TextMeshPro - Text (UI)</b> component in the <b>Inspector</b>
window. Change the placeholder \"Your Name\" text to your name. \n\n<b>Note:</b>
Later, we'll encourage you to publish your project. Feel free to use only
your first name or first name and last initial for privacy reasons. \n\n<b>3.</b>
If you want, explore other font properties within the <b>TextMeshPro</b>
component to adjust the font size, style, and color.\n\n<b>4.</b> Save
the <b>Main Menu</b> scene with <b>Ctrl+S</b> (macOS: <b>Cmd+S</b>)."
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m_Untranslated: "Your <b>Main Menu</b> scene is what people will see when
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m_Untranslated: "<b>1.</b> To design this scene more efficiently, try positioning
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as you position objects, you can immediately see how they look from the
user\u2019s camera view. \n\nTo do this, drag the <b>Game</b> view tab
to the middle of the rightmost edge of the <b>Scene</b> view window and
resize all windows to your liking. \n\n<b>2.</b> Make sure you\u2019ve
exited <b>Play</b> mode.\n\n<b>3.</b> In the <b>Project</b> window, navigate
to <b>Prefabs</b> > <b>Rooms</b> and drag one of the room prefabs into
your scene to set a base for the background. \n\nThe room should be somewhere
around the origin (0, 0, 0). \n\n<b>4.</b> Continue to decorate the scene
with additional objects from the Prefabs directory. \n\nExperiment with
placing objects in front of or behind UI panels to create a sense of depth.\n\n<b>5.</b>
If you want, you can adjust the position and orientation of the UI panels.
You can also adjust the camera's position and angle to better frame the
newly decorated background.\n\nMake sure that the main menu remains the
focal point.\n\n<b>Note:</b> Remember to save your scene, and that you
can always undo any unwanted changes with <b>Ctrl+Z</b> (macOS: <b>Cmd+Z</b>)."
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m_Untranslated: "In Unity, a <b>build</b> refers to the process of packaging
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or device. One of the key steps in making a build is listing all of the
scenes that should be included in your final application. \n\nIn your new
<b>Main Menu</b> scene, when you select a <b>scene select</b> button, it
tries to load one of the scenes listed for your build. The first button
will try to load Scene 1 in your build, the second button will try to load
Scene 2 in your build, and so on. The problem is, you haven\u2019t listed
the scenes you want in your build yet, which is why those buttons don\u2019t
work. In fact, you might have noticed that there was an error in the <b>Console</b>
when you selected those buttons that said, \u201CScene with build index:
[number] couldn't be loaded because it has not been added to the active
build profile or shared scene list.\u201D\n\nIn this step, you\u2019ll
select the scenes to include in your final build, which will allow your
buttons to work properly. "
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m_Untranslated: "<b>1.</b> In the <b>Project</b> window, navigate to <b>Unity
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to select all the scenes you worked on, excluding the <b>Starter</b> scene,
starting from <b>0_MainMenu_Scene</b> all the way to <b>5_TopDown_2D_Scene</b>.\n\n<b>Note:</b>
If you made a duplicate of any of your scenes, just select the one you
want to include in your build. \n\n<b>3.</b> Navigate to <b>File</b> >
<b>Build Profiles</b> to open the <b>Build Profiles</b> window. You can
also press <b>Ctrl+Shift+B</b> (macOS: <b>Cmd+Shift+B</b>).\n\n<b>4.</b>
In the <b>Build Profiles</b> window, select <b>Scene List</b> from the
left <b>Platforms</b> panel. If there are any scenes already present in
the <b>Scene List</b> section, select them and press the <b>Delete</b>
key to remove them from the list.\n\n<b>5.</b> Drag the selected scenes
from the <b>Project</b> window directly into the <b>Scene List</b> section
in the <b>Build Profiles</b> window. The build indexes on the right should
range from <b>0</b> to <b>5.</b> \n\n<b>6.</b> Enter <b>Play</b> mode
again to test the scene select navigation. \n\nThis time, the buttons should
correctly load the scenes you've set up in your build. \n\nAfter loading
a scene, just press <b>Esc</b> to return to the <b>Main Menu</b> scene
and select a new scene."
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window to access the <b>Player Settings</b> window.\n\n<b>3.</b> Within
the <b>Player Settings</b> window, set your <b>Company Name</b> and <b>Product
Name.</b> \n\nThese details will be visible in the application's properties.
Feel free to put your name as the Company Name and whatever you\u2019d
like as the Product Name.\n\n<b>4.</b> To set your app\u2019s icon, select
<b>Select</b> where there is currently no image for your <b>Default Icon,</b>
then select a square image from your project files that best represents
your portfolio. \n\nTry searching for \u201Cicon\u201D to find some good
options. If you want, you can also design your own square icon \u2014 you
just need to drag it into a folder in the <b>Project</b> window to add
it to your assets. \n\n<b>5.</b> Navigate to the <b>Resolution and Presentation</b>
section and select the <b>Windowed</b> mode option to ensure the application
doesn't launch in full-screen mode by default. \n\nThis will make it easier
for users to close the application if they want. You might also want to
set the Default Screen Width and Height to a typical 16:9 HD resolution
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then drag the <b>6_Bonus_Custom_Scene</b> to the bottom of the <b>Scene
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m_Untranslated: "You\u2019ve created three separate 3D rooms that each showcase
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room that showcases 3D physics. \n<b>2.</b> The kitchen that showcases
audio.\n<b>3.</b> The living room that showcases programming and interactivity.\n\nWhy
not combine all of those rooms together so that the player can explore
the whole house? \n\nIn order to transfer the elements from each scene
into another scene, you\u2019ll have to strategically create prefabs of
each room and make sure to include only the objects you need. "
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m_Untranslated: "<b>1.</b> Open the kid\u2019s room scene with the bouncing
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for the <b>Environment, Directional Light,</b> and <b>Camera.</b> \n\n<b>3.</b>
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something like \u201CRoom_1\u201D.\n\n<b>4.</b> Drag <b>Room_1</b> into
your <b>My Prefabs</b> folder for re-use in the bonus scene later. \n\n<b>5.</b>
Repeat all the steps above for the other two rooms to create two more prefabs,
<b>Room_2</b> and <b>Room_3</b>. \n\n<b>6.</b> Open the <b>6_Bonus_Custom_Scene</b>,
then drag all three prefabs into the scene, aligning them perfectly so
that each doorway leads perfectly into the next room. \n\n<b>Important:</b>
Remember that you can only have one <b>Camera</b> GameObject in the scene,
and there is already one attached to the player from the living room. If
you have extra cameras, you\u2019ll need to delete them. \n\n<b>7.</b>
Customize your newly combined rooms to your liking. Here are a few ideas
for you to consider:\n\n\u2022 Rotate the doors so that the player can
easily move between the rooms or add the required components so that the
doors open when the player approaches.\n\u2022 Add collectibles throughout
the house.\n\u2022 Move the player into the kid\u2019s room so that they
can see the bouncing ball hit the blocks. \n\u2022 Use some custom scripts
to give the ball a bouncing sound and the falling blocks an impact sound.
\n\u2022 Add the UI from the 2D project that tracks the number of remaining
collectibles. \n\u2022 Add a VFX when the user obtains all the collectibles.\n\u2022
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m_Untranslated: "A 3D gallery where you\u2019ve curated every piece of art
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life, or anything else you\u2019d want to share. \n\nTo fill the gallery
with custom art, you can find models and images from the Asset Store or
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m_Untranslated: "<b>1.</b> Open the <b>6_Bonus_Custom_Scene</b>. \n\n<b>2.</b>
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Use the mouse and arrow keys to look around. \n\n<b>4.</b> Fill the gallery
with 3D models and interesting 2D artwork. Here are a few ideas for you
to consider as you complete the gallery:\n\n\u2022 Use the Asset Store
to download and import interesting models into the scene. \n\u2022 Use
other sites for free 3D models like <a href=\"https://free3d.com/\">Free3D</a>,
<a href=\"https://opengameart.org/\">Open Game Art</a>, or <a href=\"https://kenney.nl/assets\">Kenney.</a>\n\u2022
Import your own pictures or artwork into the scene by dragging them from
your file explorer into the <b>Project</b> window. \n\u2022 Add text descriptions
next to certain pieces of art. \n\u2022 Add a trigger zone that detects
when the player approaches a piece of art and plays a voiceover narrative
describing the art."
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m_Untranslated: Option 3 - Create a 3D adventure game
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m_Untranslated: You can create a new 3D adventure minigame with your own
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with a camera and player controller. \n\n<b>3.</b> If you want, download
additional environment assets from the Asset Store to fill up your scene.
\n\n<b>Note:</b> If assets you import have bright pink textures, follow
these <a href=\"https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@14.0/manual/upgrading-your-shaders.html\">instructions
to upgrade your materials to the Universal Render Pipeline (URP)</a>. \n\n<b>4.</b>
Complete your 3D adventure game. Here are a few ideas for you to consider
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and the UI to track how many collectibles remain. \n\u2022 Add ambient
audio to the scene to bring it to life.\n\u2022 Add some custom programming
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Learn to get credit for completing the entire Unity Essentials Pathway."
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go to the step where you\u2019ll capture the action with your computer\u2019s
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