The first step is to download and install the Unity Hub, which allows for the selection and installing of various versions of the Unity editor for the preferred platform (e.g. Android and Windows). Unfortunately, the choice of using the newest available editor may still have bugs, and even updated between editor versions can cause problems as components are often updated or deprecated and will not work in all versions. Therefore, it is highly recommended to choose the latest version of the current LTS (long-term-stable) Unity editor (e.g. Unity 6) and then stick with it. After installing the editor, select the appropriate project template from the Unity Hub (e.g. VR or VR Multiplayer). Once the project is opened, set the appropriate platform (e.g. “Android” for Meta devices). To better facilitate your work for Meta devices, the Meta XR All-in-One package can be installed, so that the correct project settings can be set within a few clicks. The template provides assets and a sample scene. These can be used in a new scene along with whatever other assets (e.g. 3D objects, images and scripts) need to be imported into the project.
For XR projects, an XR rig is either included or needs to replace the main camera. An XR-rig includes the camera (user view), tracking space, and controller and/or hand tracking. Other features may be added depending on what is needed.
There are four main areas in a standard layout of the Unity editor. These include a hierarchy panel, a project window, an inspector panel, and a preview window. The preview window can be used to view a scene, simulate the game, work on visual scripting and visit the asset store, etc. The scene view in the project window visualizes the placement of your assets and their relationships in the scene, while the game view allows for the testing of the game mechanics with playthroughs.
The hierarchy panel organizes the relationship between objects in a scene. These can express differences in categories as well as create “parent-child” relationships, so that global/local changes can be applied to groups or individual elements. The second panel is the project window, which shows what assets have been imported and which are being used in the scene. These include items like audio clips, models, scripts and other elements that can be searched for and dragged and dropped into a scene or placed into a variable slot in the inspector panel. The inspector panel allows you to view, add, and remove components of a game objects and to set their properties like color, texture, density, associated variables, game logic, etc.
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