At this point, you have imported everything into Unity. It’s time to start putting your game together, and you’ll kick it off by adding your models to the Scene view.
The Scene view is where game creation happens. It’s a 3D window wherein you’ll place, move, scale and rotate objects.
First, make sure to select the Scene view tab. Then, in the Project Browser, select BobbleArena from the Models subfolder and drag it into the Scene view.

You’ll now see the arena in the Scene view. You’ll also notice that the arena is white. There’s not much to look at. The texture is missing from the model.

Thankfully this is fixable!
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.
Fixing the arena textures
You need to assign the texture to the model. You add textures to models by way of materials. Materials are pretty complex and you’ll learn about them in detail later in this series. For now, just follow along.
First, you need to set the proper texture. Select one of the walls in the arena. It doesn’t matter which. Once selected, the wall will appear with an orange outline.

You’ll notice that the Inspector has filled out with information about the wall. Don’t worry about what anything means. Just look at the very bottom of the Inspector. You’ll see a something called BobbleArena-Main-Texture (Material). Expand the disclosure triangle.

This will expand all the properties for the current Material. Underneath the section labeled Surface Inputs, you will see a property called Base Map. This is for your model texture.

In your Project window, make sure the Textures folder is open. Drag the Bobble Wars Marine texture to the Base Map property. You want to drop it on the box to the left of the property name.

Now your arena has the correct color.

While the arena looks good, the floor itself is a bright purple color. The floor should be transparent glass. You’ll fix this momentarily, but first, you need to know how to navigate the Scene view.
Moving in the Scene view
The Scene view is your 3D world. You can add models, arrange them, and setup your game world for the player. Of course, you need to move around in this world.
The Scene view gives you a way to navigate your game in 3D space:
- Right-click and rotate your mouse to look around.
- Hold down the right mouse button and use the WASD keys to actually move through the scene. This is probably the easiest option.
- Moving too slow? Give it some juice by holding down the Shift key.
- Scroll with your mouse wheel to zoom.
- Press your mouse wheel and move your mouse to pan.
Take a moment to navigate around the area to get an idea how to move in Unity.
By default, the view displays everything with textures in a shaded mode. You can switch to other viewing modes such as wireframes or a shaded wireframe.
Try this out. Just underneath the Scene tab, click the Shaded Wireframe Draw Mode. Now you’ll see all your meshes without any textures, which is useful when you’re placing meshes by eye.

That toolbar allows you different viewing options. The complete list of viewing options are: Wireframe Draw Mode, Shaded Wireframe Draw Mode, Unlit Draw Mode, Shaded Draw Mode and Debug Draw mode. Switch back to the Shaded Draw mode.
Changing perspectives
In the Scene view, you’ll notice a gizmo in the right-hand corner with the word Persp underneath it. This means the Scene view is in perspective mode; objects that are closer to you appear larger than those that are farther away.

Clicking on a colored axis will change your perspective of the scene. For example, click the green axis and the Scene view will look down from the y-axis. In this case, the Persp will read Top because you’re looking at the world from that perspective.

Clicking the center box will switch the view into Isometric mode a.k.a., Orthographic mode. Essentially, objects are the same size regardless of their proximity to you.

To return to Perspective mode, simply click the center box again. You’ll learn more about Isometric mode later in this series.
Fixing the floor
Now you need to fix the floor so it displays as transparent glass. Remember a solid purple color indicates something is wrong with the “material”. You’ll learn about materials soon. For now, think of it as the textures although it means much more. When this book was first produced, this game used Unity’s legacy system and these materials didn’t convert over to the correct settings.
Next to the Scene view, you will notice another view called the Hierachy. You’ll also learn about Hierachy in depth, but it represents all the current game objects in your current scene.

In the Hierarchy search bar, type Glass Floor. This is part of the arena. The Hierarchy will filter out all the other objects and just show the Glass Floor. Select it.

You’ll notice that everything is “greyed-out” in the Inspector. This indicates that the Glass Floor is the focus.

Once you delete the “Glass Floor” search from the Hierarchy, Scene view will return to its original colors.
Select the Glass Floor in the Hierachy. In the Inspector, find the BobbleArena-Material with the purple color. In the Shader dropdown, select the Universal Render Pipeline category and then select the Lit option.

The floor will turn completely white. You just need to configure a few more things. In the Surface Options, set the Surface Type to Transparent and the Blending Mode to Additive.

Finally, in the Surface Inputs category, click the white bar in the Base Map option.

This will show a color picker. In the hexadecimal field, enter the following color code: 30CCCC.

In the Hierarchy, clear out the Glass Floor search. Now, you’ll see a transparent glass floor.

Well done. You now have nice looking arena
Where to go from here
Typically, you wouldn’t run into issues with new models. In this case, you jumped through a few hoops to get some legacy Unity materials to work with the new system. Don’t worry if you are confused. The key point in this tutorial is adding models to the Scene view, and then navigating around the scene view. Materials are an advanced topic that you’ll learn in-depth down the road.
The next task is to add the space marine to the arena. You will do this in the next tutorial. See you there!
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