B1 Intermediate UK 1977 Folder Collection
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The Scene view is where you will visually construct your game.
And this can be navigated by making use of the buttons above the view.
These buttons correspond to the Q, W, E and R buttons on the keyboard.
The first button, the Hand Tool, is purely for navigating.
With this tool selected drag with the left mouse button to pan,
and with the right mouse button to look around First Person style.
Hold the Alt key with this tool and left mouse button drag
will let you orbit around the point you were looking at.
Whilst Alt and right mouse button dragging will zoom the view.
With any object selected in the hierarchy
you can focus on the object either by double clicking the object's name
or by pressing F with the mouse cursor over the Scene view.
The remaining three buttons allow you adjust position,
rotation and scale of objects.
By dragging the corresponding axis handles
you can move objects in X, Y or Z.
Likewise this also applies to moving in 3D
by dragging from the centre,
although this is not necessarily recommended
for moving in 3D space.
Likewise for rotating you can rotate in all three axes,
or you can just drag from within those,
but again a lack of control will occur
when trying to drag in all three axes at once.
And again with scaling
you can scale objects in all three individual axes
or drag from the centre point in order to scale uniformly.
In this instance it is recommended to drag from the centre
in order to keep scale properties in proportion.
In the main bar of the Scene view you will see two drop-down menus
that handle how the Scene view is rendered.
You can switch to wireframe
or look at alpha of how your objects are displayed for example.
These are followed by three toggles.
The first toggle toggles lighting in the scene
The second - whether a skybox is rendered or not.
And the third allows you to preview audio from the game
from wherever the editor camera is currently located.
The editor camera simply refers to the camera
that you are looking at the Scene view from.
It is not a camera object in your scene.
So for example if I were to move my camera very far
away from the sound source and preview the audio again.
You can hear that it's quieter than it was before.
To the right of the panel are the Gizmo menu and search box.
The Gizmo menu lets you adjust gizmos,
the 2D icon shown in the Scene view
to help you identify components in the scene.
Such as lights, audio sources or cameras.
These can be adjusted by size
and also be toggled between 2D and 3D.
The search field lets you to search for a particular object by searching for its name.
And this highlights the object by fading out other objects in your scene.
Again, if you are not focused on the actual object that you've found by searching
then you can simply use the Focus feature to find it.
This search also singles out the object in the Hierarchy
so by then selecting the object you were looking for
and pressing F to focus, or double clicking -
you will then be taken to that object.
The final part of the Scene view you should
understand is the View Gizmo itself.
This allows you to switch from Perspective 3D view
to Orthographic cameras from sides, top and bottom.
When dragging to orbit your view in Orthographic view
you will be switching to Isometric view.
You will be notified of this by the term
ISO written underneath the View Gizmo
but do not confuse this with actual 3D Perspective view
and be aware that you can switch back to Perspective view
simply by clicking on the white cube
in the centre of the View Gizmo.
    You must  Log in  to get the function.
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The Scene View - Unity Official Tutorials

1977 Folder Collection
burst published on September 8, 2015
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