Creating unity assets
There could be another scene of the inside of a castle, with gold paved everywhere and chandeliers hanging from the ceiling. There could be a scene of a dark forest with huge trees and a lake with fairies around.
![creating unity assets creating unity assets](https://docs.unity.cn/Packages/com.unity.assetgraph@1.7/manual/images/image42.png)
Most plays are usually divided into scenes. Also, a play isn't a play without a decorated stage and people moving on it, right? Who would want to stare at an empty stage for an hour, much less, pay for it? You could say there's a lot of stuff on the stage, a lot of objects. If its a play, what kind of things do you expect from it? Surely there's a stage on which everything happens. You buy a ticket, you sit down at your seat, maybe buy some snacks on the way, in a mood to enjoy the evening. You're not a game designer or anything, you just go about your daily business. Imagine you're a completely normal person. Let's stray away from working on Unity to dive into understanding how Unity actually works with games below the hood. You can organize your assets into folders, right click anywhere in the Assets section, and select, Create → Folder.
![creating unity assets creating unity assets](https://www.liberty3d.com/wp-content/uploads/2017/07/3DC_4_Vol_24_Unity_Assets_Front_Cover.jpg)
That's why making sure your assets are properly organized from the start reduces a lot of future headaches (Trust me, I've been a victim). But as your project grows and gets bigger, and you add more and more assets, it may get difficult to manage all your assets. If you want to change that background color, simply click on the Main Camera in the Hierarchy, and then change the background color by clicking on the Background property for the Camera component in the Inspector. That's because that background is added by the Camera in the scene. If you click the Play button now, you'll see that the image you added is now visible in-game! Woohoo! But, there's a blue background that you don't quite recall adding. For now, we don't want to change anything around in the Sprite Renderer, so let's leave it as it is. It has a few properties like the image to render, the color of the image (white means the image is unmodified), flips, and sorting layers. Sprite Renderer is a component which works with how your sprite (that is, your image) is handled on-screen. Try changing the X, Y and Z elements of these properties to different values to see what happens. These are the values which tell Unity where and how exactly an object is positioned in the game world. You see, Transform is a property of any object in Unity which stores some of its most basic data. These are called Components and they're important. First of all, and what may seem to be most noticeable, is that the Inspector View is no longer empty with options such as, Sprite Renderer and Transform listed below. You've added just one image, and you already must have noticed quite some changes in different views in the Unity window. Sprites is Unity's way of remembering that you're using these images to work with them in 2 dimensions, not 3. Objects that you add as images are stored as sprites when you're working in 2D. To add it into the scene, just drag and drop the image from the Assets view into either the Scene View or the Hierarchy (Objects added in the Scene View get added to the Hierarchy automatically). What we've done so far is just added the Star image into our project, but not into the current scene. To add him into Unity, we will simply drag and drop the image into our Assets. Star here on our Desktop so that we can easily access him. For example, we will be using this happy little star. Grab an image that you would want to make your player. We see that our game looks pretty empty right now.
![creating unity assets creating unity assets](https://tommytdotnet.files.wordpress.com/2019/04/demo-project-custom-asset-structure-002.png)
RigidBody Movement: velocity and AddForce().Prefab Instantiation with preset Properties.