►
Description
Unity is a content-creation environment for making cross-platform games and experiences. With Visual Studio Tools for Unity, you'll be able to write code, debug, and leverage all the productivity features your familiar with. Join this session to get an introduction to developing with Unity and Visual Studio. We'll show you how to create C# scripts, edit a 3D scene, debug with Visual Studio and more. We'll also introduce you to PlayFab, the complete backend platform for live games.
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A
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B
B
A
A
A
A
B
A
A
Courageous
to
do
that's
correct
unity
has
its
own
concept
of
what
a
project
is
yeah.
Only
unity
knows
what
it
needs
in
a
project,
so
you
don't
start
using
visuals
to
you
by
doing
like
a
new
unit
project,
you
launch
unity,
you
create
a
new
project
and,
from
there
you'll
be
able
to
generate
a
visuals
your
project
to
modify
your
code
of
your
game.
A
B
A
A
About
to
finish
what
unity
is
actually
doing
is
creating
this
entire
project
structure,
where
you'd
be
able
to
store
your
assets
like
your
3d
models,
your
sound,
even
the
code
of
your
game
and
unit
here,
is
also
getting
a
set
of
pre-built
resources
called
packages
that
are
shipped
with
unity,
so
that
you
can
use
them
directly
without
having
to
download
anything
else.
Okay,.
A
A
little
bit
of
time
and
that's
what
you
get.
Obviously
it's
very
different
from
Visual
Studio,
it's
almost
its
own
enter
IDE
and
that's
where
Unity
developers
are
spending
the
most
of
their
time.
So
you
have
your
scene
view,
which
is
basically
where
you
create
the
visuals
of
your
game
or
at
least
like
a
symbolism:
you're
not
going
you're,
not
really
going
to
create
models
from
there,
the
philosophy
of
unity
that
unity
aggregate,
different
kind
of
facets.
A
So
you
can
use
something
like
blender
to
create
a
3d
model
or
3d
studio
and
then
you're
going
to
import
it
inside
unity,
and
it's
the
same
for
any
kind
of
asset
like
the
textures
that
you
would
work
with
in
Photoshop,
for
instance,
and
you
add
that
to
unity,
you
know
that
inside
unity
that
you
put
everything
together
and
so
on
the
left.
You
have
the
hierarchy
of
your
game,
in
which
we
have
a
directional
light
that
illuminates
the
scene.
A
You
have
the
main
camera
and
you
can
go
to
the
game
view
to
see
what
the
camera
views
and
we
can
add
like
a
3d
object.
Let's
add
a
sphere
in
the
game
and
you
have
the
inspector
on
your
right,
which
gives
you
all
the
properties
that
you
can
apply
to
your
objects
and
and
if
you
can
view-
and
if
you
play
well,
it's
a
very
simple
game.
But
it's
a
start
by
Jeff
like
a
3d
spheres.
A
A
3d
sphere
in
your
game
and
the
real
nice
thing
about
unity
is
that
you
can
challenge
pretty
much
everything
on
the
fly.
You
can
move
things
around
and
you
immediately
see
what's
happening
inside
your
game
from
the
game
view
and
it's
a
very
iterative
process
of
creating
a
game
where
you
move
things
around.
You
see
what
works
you
can
even
change.
A
The
color
of
your
game
on
the
fly
and
unity
will
pick
it
up
and
it
makes
for
very
simple
development
experience
compared
to
the
traditional
way
of
building
game
with
the
main
loop
and
you
recompile
your
entire
game
before
trying
it.
You
need
to
makes
it
real
easy
to
tweak
things
and
see
them
live
without
having
to
go
through
the
enter
pipeline
of
free,
compiling
everything.
Ok,.
B
A
A
So,
as
I
was
saying
unity
when
you
install
it
is
going
to
set
up
visual
for
you
and
one
of
the
things
that
unity
is
going
to
install
and
it's
something
called
visual
tools
for
unity.
Just
like
we
have
tools
for
Cameron
or
we
have
tours
for
Asia
or
other
scenarios.
We
have
a
dedicated
plugin
and
workload
for
unity
and
in
Visual
Studio
on
Windows
and
the
gesture
for
Mac.
A
If
you're
a
developer
in
Visual,
Studio
and
you've
been
sort
of
just
to
yourself
like
the
best
ways
to
launch,
if
your
installer,
which
has
this
concept
of
workloads
now
where
you
can
install
everything
that
you
need
for
different
scenarios
and
we
have
the
game
development
with
unity,
workload
and
whatnot
dedicated
to
unity,
development.
That
will
insult
everything
that
you
need
to
write
in
deeper
unity,
game
for
features
to
do,
including
the
tools
for
unity
and
and
on
Windows.
It.
A
A
A
Video,
so
what
we're
trying
to
achieve
with
she
fishes
your
tools
for
unity
is
to
make
sure
that
you
can
reuse
all
the
skills
and
knowledge
that
you
be
out
of
Visual
Studio,
to
write
and
debug
your
game
and
we're
trying
to
make
the
experience
as
much
as
possible
so
that
you
have
no
interruption
so
I
think
it's
probably
easier.
If
we
just
take
a
look,
take
a
look
at
what
it
does
and
then
we
can
go
through
the
specific
features
that
the
tool
for
unity
provide
for
unity,
game
developers,
great
yeah,
Sekulow,
all
right.
A
B
A
So
unity
does
welcome
to
web
and
it's
just
another
target
that
you
can
peek.
So
let
me
just
show
you
this
window
when
your
so
we've
seen
unity
that
where
you
build
your
game,
you
create
it.
As
we
said,
it's
very
iterative
and
when
you're
happy
enough
with
the
game,
you
export
it
for
a
target
platform
say
you
want
to
export
it
to
you.
Wp
it's
going
to
create
a
visual
studio
solution
for
you,
WP
and
you
target
iOS.
A
It's
going
to
create
an
export,
an
Xcode
project
and
if
you
target
a
web,
it's
going
through
a
pretty
complex
computation,
pipeline
and
transformation
process
where
ultimately
turns
up
being
words,
the
entire
Unity
engine
and
when
the
code
of
your
game
ends
up
being
converted
to
web
assembly
is
a
transient
a
browser.
Okay,.
B
A
Turns
out
like
so
then
they're
not
really
it's
kind
of
like
small
unity
games
like
they
end
up
being.
You
still
have
to
download
like
a
game
engine
and
assets.
So
so
that's
not
really
used
to
be
very
light
with
games.
Yet
unit
is
working
on
that,
but
right
now,
if
your
target
web,
based
also
where
between
to
go
through
that
process
and
produce
like
webassembly.
A
So
this
is
unity
with
a
project
which
is
just
a
little
bit
more
elaborate
than
the
one
we've
seen
before.
It
looks
more
complicated
because
there
there's
an
object
in
the
middle,
but
realistically
it's
it's
not
really
that
much
more
complicated.
The
only
things
that
I've
done
is
I've,
been
to
something
called
the
asset
store
and
yet
store
inside
unity.
Is
it's
this
window
and
you
can
think.
B
A
A
A
Right,
thank
you
so
I
heard
about
that.
So
CSS
store,
you
can
think
of
it.
I
guess
an
app
store
on
your
phone,
but
instead
of
getting
abs,
you
get
you
can
get
any
kind
of
assets
that
you
need
to
build
a
game.
So
if
you
like
me,
I
have
no
talent
to
be
able
to
3d
models
or
paint
pictures
or
create
sounds.
A
You
can
get
started
to
create
the
games
that
you
have
in
your
mind,
using
assets
that
you
get
either
for
free
or
that
you
buy
on
the
asset
store
and
it's
very
convenient
to
there
to
prototype
something
very
easily
and
make
sure
that
it
looks
nice
before
investing
strongly
in
the
art
of
your
game
when
you
and
you
can
use
it
to
validate
like
just
see.
Ids
that
you
have
a
few
game
are
using.
B
A
Go
to
holy
yeah,
okay,
awesome,
yeah,
it's
pretty
cool,
so
I've
download
two
assets,
one
which
is
called
nature,
starter
kit
that
provides
you
with
trees
and
grass
and
that
kind
of
visual
and
I've
opened
there
simple
scene
and
that's
what
you
get
and
I've
downloaded
a
3d
model
for
flying
saucer
and
I
just
dragged
and
dropped
it
unity,
unity
imported.
It
are
you
applied
the
texture
on
the
saucer
and
it
was
ready
to
go
so
this
is
my
scene
if
I
switch
to
the
game
view,
that's
what
I
get!
Oh
yeah,
that's
looking
good!
A
It's
it's
actually
looking
great
and
the
way
it
does,
that
is
by
adding
special
effect
on
the
camera
like
dictating
or
like
blurring
I.
Think,
like
a
field
of
view
and
also
effects,
are
built
into
unity
like
you
can
use
it
for
free
and
you
go
from
something
that
looks
a
little
bit
plain
and
by
simply
using
my
script
that
are
provided
by
unity,
you
can
drastically
improve
the
visuals
of
your
game.
So
again,
this
is
a
sample
scene
that
I,
open
and
download
it
from
the
SS
store.
B
A
B
A
Scripting
anytime,
you
you're
going
to
want
to
program
something
in
your
game,
you're
going
to
use
a
scripting,
and
ultimately,
that
means
writing
C
char
code
for
unity.
So
this
is
the
RER
key
of
my
game
and
in
my
saucer
object
and
on
the
inspector
for
this
object,
we
can
see
this
its
position
in
the
world
its
rotation,
but
we
can
also
see
that
I
added
like
a
saucer
rotation
script.
A
So
if
I
double
click
on
it,
it
takes
me
directly
to
you
need
to
visual
studio
with
the
script
opened,
and
it
means
that
this
script
is
attached
to
this
3d
object
in
the
world,
so
this
is
C
sharp.
We
can
recognize
a
few
things
as
C
sharp
developers
and
a
few
things
that
are
different
in
particular
to
the
way
you
need
to
does
things.
A
The
first
thing
is
on
the
right:
this
is
the
unity
project
Explorer
and,
as
I
was
saying
earlier,
unity
has
a
different
concept
of
where
product
is
compared
to
traditional
visuals,
your
project
adjust
your
project
are
build
around
solution
and
project
files.
Unity
are
built
around
folders.
You
have
one
main
folder
where
you,
where
you
have
all
your
assets.
Different
teams
could
contribute
different
assets
in
different
folders
and
arrange
em.
A
This
way
and
basically
you'll,
be
browsing
it
like
for
the
base
and
that,
like
the
default
way
with
the
solution,
Explorer
is
to
view
the
different
project
that
unity
generates
to
represent
what
unity
is
going
to
do
when
it
compiles
your
game
internally,
but
we're
providing
this
two
window
to
make
sure
that
it's
as
easy
to
navigate
into
your
game
structure
in
visuals
view
as
it
is
in
unity.
Okay,.
B
A
We
have
your
CC
shop
view
of
your
code.
We
have
a
bunch
of
fields
which
are
public,
which
is
unusual,
we're
going
back
to
that.
We
have
a
type
that
extends
a
monobehaviour
type,
which
is
a
special
type,
with
special
meaning
with
the
unity
engine,
and
we
have
two
methods
start
and
update,
and
you
can
see
that
they're
colored
differently.
A
The
reason
is
that
the
reason
why
we're
coloring
them
differently
and
that's
something
that
is
provided
by
PSTU,
is
that
those
methods,
a
special
meaning
for
the
unity
engine.
When
you
attach
a
script
to
a
3d
object
or
to
an
object,
the
unique
engine
will
look
at
the
script
and
and
look
at
those
different
methods
and
they're
going
to
invoke
it
from
the
Unity
engine
with
a
special
meaning,
for
instance,
start
is
called
when
your
game,
starting
and
for
instance,
as
date,
is
going
to
be
invoked
by
the
Unity
engine
at
every.
A
A
B
A
A
Not
starting
the
project,
like
you
would
say,
for
examination
or
a
WinForms
application
where
you
start
the
application
and
any
debug,
yet
the
unity
workflow.
Is
you
work
again
in
a
very
Theory
fashion
from
inside
the
unity
editor,
you
attach
the
beggar,
you
see
what's
wrong,
you
fix
it.
You
tweak
it
and
unity
will
automatically
see
what
challenge
and
is
going
to
reload
it
and
you'll
be
able
to
replay
your
game
in
the
editor.
With
your
fixes
and
it's
as
simple
as
that,
and
so
in
terms
of
debugging.
A
A
A
So,
as
I
was
saying,
we
have
those
are
special
methods
which
which
are
only
identified
by
name,
so
it's
making
it
sometimes
difficult
to
remember
them.
So
the
tools
for
unity
are
providing
two
things
to
make
it
easier.
The
first
one
is
you
monobehaviour
wizard,
it's
especially
practical
for
beginners,
which
are
learning
unique.
A
B
B
B
A
And
right,
another
thing
that
we're
doing
as
we
mentioned
unique,
is
it's
on
concept
of
what
a
project
is,
which
means
that
every
time
you
I'm
going
to
add
a
new
script,
the
image
is
going
to
recreate
those
project
files
that
represent
what
unity
is
doing
to
visual
studio
so
that
you
get
like
code
completion.
One
thing
that
we've
done
recently
is
make
VST
you
smart
about
it,
so
it's
going
to
monitor
the
project
files
and
only
reload
what's
necessary,
so
that
you're
not
prompted
all
the
time.
A
So
anytime,
you,
you
add
a
new
script
to
unity.
Previously
you
were
prompted
or
you
want
to
reload
the
solution.
You
don't
drill
the
product,
you
don't
discard
the
changes
this
to
you
is
no
smart
about
it
and
it
is
going
to
reload
exactly
what
you
need
so
that
your
visual
experience
always
represent
what
unity
is
doing
in
tune.
Ok,.
B
A
A
Tours
for
ginger,
providing
one
last
thing
I
wanted
to
show
is-
is
about
the
scripts
as
I
was
saying
earlier,
all
right.
Let's
go
back
to
visual
studio.
We
have
those
public
fields
which
are
unusual
for
sous-chef
developers,
but
but
they
are
actually
a
way
for
unity.
Developers
to
modify
the
behavior
subscribed
so
they're,
effectively
default
values
and
unity
is
going
to
look
at
the
script,
look
at
the
public
field
and
represent
them
in
the
UI.
A
B
B
B
A
The
fact
that
it's
not
an
override
method
is
that
if
you're
inside
a
model,
behavior
we've
added
from
the
intelligence,
the
list
of
model
behavior
that
you
can
declare
the
list
of
messages
you
can
respond
to
in
your
money.
Give
you
so
say
you
implemented
on
collision
enter.
You
want
to
have
an
another
on
collision
exit,
it's
directly
accessible
from
the
internal
sounds.
You
press
enter
and.
B
A
B
A
So
one
thing
that
I
wanted
to
talk
about
was
unity
and
Visual
Studio
this
one
yep,
so,
oh
it
full
screen
yeah
all
right.
You
need
to
ships
pretty
much
every
week
and
say
I've
like
three
to
four
major
releases
a
year,
so
we're
not
going
to
go
into
the
detail
of
everything
that
changing
in
unity
and
all
the
effort
they're
doing
to
go
like
from
triple-a
like
quality
of
graphics
to
like
2d,
pixel,
perfect
games.
A
And
when
it
comes
to
model
the
open
source
data
implementation
that
unity
uses
to
render
script
well,
if
no
introducing
unity
2018
an
option
to
use
this
new
model
version
that
offers
a
dotnet
4:7
API
profile
that
offers
a
dot
necessary
to
profile.
If
you
want
to
target
to
smaller,
if
you
a
profile
to
make
smaller
games,
but
it
also
comes
with
years
of
bug,
fixes
and
performances,
as
that,
the
model
team
has
been
doing,
for
instance,
for
examine
one
big
features
that
come
in
performance
improvement
that
come
with
zmaro
update
is
debugger
improvement.
A
A
B
A
A
B
A
So
you're
not
recording
it
yourself,
it's
something
that
you
can
think
of
it
as
a
reflection
in
a
way
and
the
unity
engine
is
going
to
look
at
those
private
message
and
invoke
it
using
C,
mano,
a
mano
and
bidding
API
is
to
make
sure
that
the
cores
are
actually
fast
not
using
like
the
system.
Reflection
API,
which
can
be
slow,
sometimes
so
directly,
calling
them
through
the
mano
runtime.
A
Embedding
API
is
that
some
things
that
you
will
call
yourself
as
I
was
saying
start
will
be,
for
instance,
would
be
called
by
the
Unity
game
engine
itself
at
the
beginning
of
your
game.
So
when
you
press
play
or
when
you
exported
it
and
in
the
game
at
restart,
an
update
is
going
to
be
called
at
every
frame
of
your
game.
Okay,
so.
A
Today,
it's
not
when
you
create
a
Unity
game,
it
comes
with
the
entire
unity
engine
and
unity
like
as
a
container
for
the
script
and
not
the
other
way
around,
so
it
has
to
initialize.
So
you
need
to
self
initializes
the
entire
engine
and
then
draws
like
this
you're
seeing
and
then
court
into
your
game
script.
But
you
it's
not
something
that
you
can
ask
yourself.
Okay,.
B
All
right
all
right,
so
let
me
talk
about
connecting
game,
so
we
talked
a
little
bit
like
what
getting
started
looks
like
what
I
was
hoping
to
talk
about
a
little
bit
once
you
maybe
get
past
that
hurdle
and
you've
already
started
your
game
and
we
kind
of
developed
games.
You
know
today
where
everything
is
connected.
Maybe
you
want
to
do
something
multiplayer,
maybe
you
want
to
sync
some
data
between
devices
or
you
want
to
dynamically
configure
your
game
or
something
like
that.
Someone
talked
about
how.
B
A
B
That,
basically,
what
it
allows
you
to
do
is
do
a
lot
of
back-end
services
and
makes
everything
really
easy
when
you're
building
games.
So
let's
take
a
look
a
little
bit
about
what
we
have
for
that,
so
some
of
the
services
that
we
have
our
player
management,
so
things
like
identity
and
often
authentication.
Some
of
those
things
are
really
hard
to
do.
They
feel
like
if.
A
B
A
B
A
B
B
D
B
B
Straight
right,
so
you
could
do
all
that
real
time
too,
which
is
really
nice.
So
you
can
quickly
respond
to
things
that
how
they're
changing
in
your
community
and
then
there's
some
things
that
are
called
with
some
live
op
features
like
you
can
send
out
e-mail
messaging
to
your
community.
You
could
provide
content
updates.
So
if
you,
maybe
you
want
to
provide
new
experiences
in
your
game
and
not
require
someone
to
fully
update
the
game,
so
you
want
to
like
some
downloadable
content
packs
or
something
like
a
DLC.
Oh
nice,.
B
A
B
B
B
So
one
of
the
scenarios,
maybe
I,
wanted
to
show
off
this
little
bit
is
you're
working
in
a
game
and
you
want
to
dynamically
configure
it.
So
you
have
some
configuration
data
like
you
know:
I
have
a
player
and
I
have
some
health,
or
something
and
I
want
to
set
that
up
on
my
server.
So
if
I
ever
need
to
change
that,
I
have
to
I
can
do
that.
You
know
on
the
back
end
and
then
my
game
client
can
sync
that
information.
B
I'll,
respond,
real-time
and
be
able
to
change
these
types
of
things.
So
one
way
to
do
that
with
play.
5
is
a
concept
called
title
data,
so
title
being
kind
of
like
a
term
for
your
game
and
then
it's
basically
just
key
value
storage.
So
you
can
easily
set
up
key
value
storage.
You
know
it's
designed
for
configuration
data
that
doesn't
change
like
rapidly,
but
something
that
you
could
tweak
or
change
yeah,
including.
A
B
A
B
A
B
B
D
D
A
B
So
these
were
the
variables
that
you
had
real
public
and
you
were
showing
in
the
inspector
and
we
were
tweaking
them
in
the
inspector,
but
you
know
that's
local
to
the
development
machine
they
were
doing
so
now.
What
we're
gonna
do
is
we're
gonna
push
those
variables
to
play
fab
as
title
data
yep
and
then
I'll
be
able
to
change
them
on
the
back
end.
So
they're.
A
B
B
A
A
B
B
A
A
B
B
B
B
B
I
think
we
have
more
few
minutes
here.
I'll
show
you
one
more
demo
of
something,
that's
cool,
so
we
have
this
sample
here.
That's
a
Unity
game.
It's
called
unicorn
battle
and
I'll
just
show
a
little
bit,
maybe
more
of
a
full
story
of
how
play
fab
and
can
be
used
for
like
an
actual
game
project.
Ok,.
B
A
B
So
we'll
go
in
here,
so
you
can
setup
all
the
authentication
to
but
I'm
gonna
skip
that
for
the
demo
here.
So
here's
what
we
have
so
this
is
like
my
character,
selection
screen
and
you
can
see
here,
I
already
made
a
character
but
more
interestingly,
let's
look
at
like
a
new
character
and
you
have
some
different
unicorn
types
here
that
you
can
select
and
you
can
see
these
abilities
and
like
starting
stats
that
I
don't
want
to
have
in
my
game
on
the
back
end,
yeah.
B
So
here's
an
example
of
like
me
uploading
a
full
JSON
file.
Maybe
it's
a
little
small,
but
you
can
see
there's
like
here's
Bob,
here's
nightmare
yeah.
Maybe
that
helps
no
to
see
that
so
you
can
see
like
I
could
change
any
of
these
values
for
the
game
that
I
want.
So
there's
all
like
the
starting
values
for
the
game.
So
that's
pretty
cool.
Let
me
take
a
look.
That's.
B
We
create
I'll
just
go
to
my
existing
character
here
and
click
on
play.
So
here's
my
character
once
you
create
your
character,
you
can
go
back
here
and
you
can
see
and
okay
here's
my
character
that
I
created
a
named
Roach.
You
can
see
everything
that
my
character
has.
Let
me
go
into
character
classes
here,
oh
right,
so
I
think
in
my
inventory,
I
got
rid
of
it.
Let
me
go
back.
B
B
It's
so
actually
a
lot
of
fun.
Well,
it's
not
here
anymore,
but
take
a
look
at
this.
So
this
is
like
an
inventory,
so
you
can
handle
inventory,
you
can
create
items
so
here's
alfalfa
juice
and
there's
a
bunch
of
items
in
here
so
like
crystal
container
was
the
one
I
was
going
to
show
you
that's
like
a
chest,
see
if
so.
B
A
A
B
A
B
I
agree,
that's
kind
of
why
I
got
into
it
too,
because
it
makes
it
easy
yeah
we
could
take.
You
know
my
background
being
with
dotnet
and
Visual
Studio
I
wanted.
Of
course
we
used
that
knowledge
and
then
thing
I'll
do
with
unity
made
it
really
easy
for
me
to
transition
into
kind
of
tinkering
with
games.
You
know,
I
saw
someone
mentioned
the
chat.
They
wanted
to
do
it
as
like
a
hobby.
It's
perfect,
yeah,
try
it
out,
it's
free
play.
Fab
is
free.
You
can
get
started
with
that.
Like.
A
A
D
A
D
D
So
a
little
little
statistics
on
the
community
day
stop
yeah.