Guides / Unity Game Engine / Unity Basics: Interface, Projects, and First Scene

Unity Basics - Interface, Projects, and First Scene

What this chapter covers

You will install the Unity Hub, create a real project, learn the main editor windows, and save a first scene. By the end you should be able to open Unity, know where everything lives, and press Play without getting lost.

<strong>Time focus:</strong> About one focused session. Do not worry about art or code yet. This chapter is only about the editor shell and a clean project start.

Step 1 - Install Unity Hub and an Editor

Unity Hub is the launcher that manages editor versions and projects.

  • Download <strong>Unity Hub</strong> from Unity’s official download page.
  • Install Hub, then open it and sign in (or create a free Unity ID).
  • In Hub go to <strong>Installs</strong> and add an <strong>LTS</strong> (Long Term Support) editor version if you are unsure which to pick. LTS is the safest default for learning and shipping small games.
  • When the installer asks for <strong>modules</strong>, add support for your OS build target at minimum (e.g. Windows Build Support if you are on Windows).

<strong>Pro tip:</strong> One LTS version is enough to start. You can add more editor versions later when a tutorial or asset package requires them.

Step 2 - Create a new project

  • In Unity Hub open <strong>Projects</strong>, then <strong>New project</strong>.
  • Choose a <strong>template</strong>. For a general start, <strong>3D (URP)</strong> or <strong>3D</strong> is fine. URP (Universal Render Pipeline) is common for new projects; you can switch pipelines later with more work, so pick what matches your goal.
  • Set a <strong>project name</strong> and a <strong>location</strong> on disk you control (avoid synced folders like aggressive cloud sync roots if you see strange file locks).
  • Click <strong>Create project</strong> and wait for the first import to finish.

<strong>Pro tip:</strong> Keep project paths short and ASCII-only when possible. Deep paths and special characters sometimes break tools or third-party plugins.

Step 3 - Learn the default editor layout

Unity’s editor is split into <strong>windows</strong> (panels). The default layout is a good baseline.

Scene view

  • <strong>What it is:</strong> A 3D (or 2D) workspace where you place and edit objects.
  • <strong>You use it to:</strong> Move, rotate, and scale things, preview lighting, and arrange your level.
  • <strong>Navigation:</strong> Orbit with middle mouse (or Alt + left mouse on many setups), pan, zoom. If navigation feels wrong, check <strong>Edit → Preferences</strong> for navigation settings.

Game view

  • <strong>What it is:</strong> What the <strong>Main Camera</strong> sees. This is closer to what a build will show.
  • <strong>You use it to:</strong> Check framing, resolution, and UI scale while editing.

Hierarchy

  • <strong>What it is:</strong> A tree of <strong>GameObjects</strong> in the <strong>current scene</strong>.
  • <strong>You use it to:</strong> Select objects, parent and group them, toggle active state.

Inspector

  • <strong>What it is:</strong> Properties of whatever is selected (transform, components, assets).
  • <strong>You use it to:</strong> Change numbers, assign references, add components.

Project window

  • <strong>What it is:</strong> Files inside your project’s <strong>Assets</strong> folder.
  • <strong>You use it to:</strong> Create folders, import art and audio, open scenes and prefabs.

Console

  • <strong>What it is:</strong> Logs, warnings, and errors from Unity and your scripts.
  • <strong>You use it to:</strong> Debug. Clear it often so new messages are obvious.

<strong>Pro tip:</strong> You can save window layouts under <strong>Window → Layouts</strong>. Many developers keep one layout for coding and one for level design.

Step 4 - Your first scene workflow

  • When the editor opens, you usually start in a scene named something like <strong>SampleScene</strong> (names vary by template).
  • In <strong>Hierarchy</strong>, select <strong>Main Camera</strong> and <strong>Directional Light</strong>. Notice how the <strong>Inspector</strong> changes for each.
  • Use <strong>File → Save As</strong> to save the scene into a folder such as <code>Assets/Scenes/</code> with a clear name like <code>MainMenu</code> or <code>Sandbox</code>.

<strong>Pro tip:</strong> Create folders early (<code>Scenes</code>, <code>Scripts</code>, <code>Art</code>, <code>Audio</code>) so imports do not land in the project root.

Step 5 - Play mode and why it matters

Press the <strong>Play</strong> button at the top center of the editor.

  • <strong>While Play is on</strong>, many changes are <strong>temporary</strong> unless your workflow explicitly writes assets. That is by design.
  • Press <strong>Play</strong> again to stop. Learn to stop Play before editing serious data so you do not confuse “test tweaks” with real saves.

<strong>Common mistake:</strong> Decorating a level in Play mode for an hour, then stopping and losing work. If you like what you see while playing, <strong>copy values</strong> or <strong>duplicate objects</strong> after stopping, or use a workflow that preserves changes intentionally.

Step 6 - Project settings worth a glance

You do not need to master these today, but know they exist:

  • <strong>Edit → Project Settings</strong> - Input, graphics, physics, quality tiers, player name, company, icons.
  • <strong>File → Build Settings</strong> - Which scene ships first, which platform you build for.

You will return here when you add a second scene or change resolution defaults.

Quick checklist before the next chapter

  • [ ] Unity Hub installed and signed in
  • [ ] One LTS editor installed
  • [ ] New project created from a template you understand
  • [ ] You can name and save a scene under <code>Assets/Scenes/</code>
  • [ ] You can find <strong>Scene</strong>, <strong>Game</strong>, <strong>Hierarchy</strong>, <strong>Inspector</strong>, <strong>Project</strong>, and <strong>Console</strong>
  • [ ] You know Play mode can discard changes when you stop

Next up

Continue with <strong>GameObjects, Components, and the Hierarchy</strong> to learn how objects in the scene are built from components and how parent-child relationships work.