This shows a diagram of a Unity project.

You would think to start Unity, you’d launch the the Unity Editor. This is not the case. Instead, you need to launch Unity Hub. Unity Hub does a few a things. It keeps a directory of your projects. It provides access points to your account. It eve keeps track of all the different installed editors.

When you first start Unity Hub, you’ll be able to select from a list of projects. This project listing acts as a shortcut for your existing projects already saved on your computer. By default, if you created a project in the previous tutorial, you should see it listed.

Note: This tutorial is part of a collection that teaches Unity development from the ground up. You can read the entire series over here. This series is free and does not require any account creation. All assets are provided. If you find it useful, feel free to buy me a coffee.

You’ll see on the left hand column, there are a few other options as well.

This shows the project dialog with the four categories highlighted: Projects, Installs, Learn, and Community.

Here is the breakdown:

  • Projects is your current list of Unity projects. As mentioned, these are just shortcuts. You can delete the projects from the list, but it won’t delete them from your computer. Should you want to add an existing Unity project to the list, just click the Add button in the upper right hand corner.
  • Installs is the current Unity editor installs on your computer. You can have as many installs as you want. This book was updated to use Unity 6 (6000.0.23f1). Should you wish to follow along with the exact Unity version, click the Install Editor button and scroll through the list of editors. The Unity download archive goes all the way back to Unity 5 first released in 2015.
  • Learn is a collection of free tutorials that teaches Unity. This is a great resource to also learn about all the various systems and subsystems. You can also find these tutorials online over at learn.unity.com.
  • Community is a collection of community resources for Unity users. This contains links to blog postings, training, and the asset store.

For the most part, you’ll find your project and start it up.

Selecting a template

Now you are ready to create the Bobblehead Wars template. To do so, click the “New project” button in the upper right hand corner of the dialog.

This shows the Projects dialog with the New project button circled.

Now you will see lots of different project templates. In the old days of Unity, there was just a single project setting. Developers grew frustrated because the standard project settings made assets look bad. Unity was trying to make the default project as “vanilla” as possible for the rather diverse user base.

Unity solved this problem by creating templates. With templates, the editor is pre-configured towards a specific project type. For instance, there’s a template for VR games and another 2D mobile games. Templates just save you time. They don’t lock you into a choice. For example, if you select the Universal 3D template but late decide to create a 2D game instead, you can manually change your project settings to support 2D games.

There are various different templates. The Core templates are provided by Unity. You can also look at Sample templates to see different sample games. Finally, the Learning templates teach about Unity itself.

This shows a learning template selected.

Keep the default selected. For the project name, called it Bobblehead Wars. Also, uncheck “Connect to Unity Cloud” and “Use Unity Version Control”. Click the “Create project” button.

Unity will take a moment to create your project and then open the editor. Congrats! Your on your way to creating games!

Where to go from here

You’ll be creating lots of projects in Unity. This is just something you’ll get used to in time. The key thing to remember is that projects can really balloon in size. If you don’t have a lot of hard drive space, it may be beneficial to check your projects sizes from time to time.

Once you have the editor open, the next thing to do is explore the interface. You’ll do that in the next tutorial.


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By Brian Moakley

Brian Moakley is a writer and editor who lives amongst the quiet hills in New England. When not reading tales of high adventure, he is often telling such stories to all who will listen.

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