Getting Started with the Unity Editor and Scene
GameObject, Transform, Prefab, and building your first scene.
Step 1: Install Unity Hub and Create a Project
Start by downloading Unity Hub from the official Unity website. Hub manages Unity versions, projects, and optional modules such as Android Build Support. Sign in with a free Personal account — it is enough for learning and small projects.
From the Installs tab, install an LTS version such as Unity 2022 LTS or Unity 6 LTS. LTS builds are more stable and better documented for beginners. From Projects, click New Project, choose 2D Core for a sprite-based side-view game, name it FirstScene, and save it in a simple path without spaces or special characters.
Step 2: Understand GameObject and Transform
In Unity, everything is a GameObject — the player, enemies, camera, lights, and managers. A GameObject has no behavior until you add Components. This component-based design lets you combine behaviors like building blocks.
Right-click in the Hierarchy and create a 2D Sprite (2D Object > Sprites > Square) or a 3D Cube. Rename it immediately to something meaningful such as Ground or Player. Every GameObject has a Transform with Position, Rotation, and Scale. Use W, E, and R to move, rotate, and scale in the Scene view, or enter exact values in the Inspector.
Step 3: Work with Scene View and Camera
Scene View is your main workspace. Middle-click to pan, scroll to zoom, and Alt + middle-click to orbit. In a 2D project, enable the 2D button at the top of Scene View to lock the view for easier sprite work.
Main Camera defines what the player sees. For 2D, set Projection to Orthographic and Size between 5 and 10. Game View shows the runtime preview. Press Play to test — changes made during Play are not saved by default, so stop Play before editing the scene structure.
Step 4: Build Your First Scene
Create a simple platformer layout: import sprites into Assets/Sprites, drag them into the Scene, and add a Box Collider 2D to Ground so it becomes solid. Place Player above Ground and Background behind everything using Order in Layer on the Sprite Renderer.
Organize objects with empty parent GameObjects — for example, group Ground and decorations under Environment. Save the scene with File > Save As to Assets/Scenes/FirstScene.unity. Add the scene to File > Build Settings with Add Open Scenes so future builds include it.
Step 5: Introduce Prefabs for Reusability
A Prefab is a reusable saved version of a GameObject. Drag Player from the Hierarchy into Assets/Prefabs to create one. The object name turns blue in the Hierarchy, meaning it is linked to the Prefab asset.
Drag the Prefab into the Scene to create more instances. Edit the Prefab asset to update all instances at once. Use Overrides on a single instance to apply or revert local changes. Practice by making a Coin Prefab with a Circle Collider 2D set as Trigger.
Step 6: Best Practices and Next Steps
Keep folders organized from day one: Scenes, Scripts, Sprites, Prefabs, and Audio. Name layers and objects clearly, save often with Ctrl+S, and check the Console for warnings before they become build bugs.
You are ready for the next tutorial when you have a 2D scene with Ground, Player, and Background, a Player Prefab, and the scene added to Build Settings. The following lesson adds Rigidbody2D, jumping, and player controls.
FAQ
What is the difference between a Scene and a Prefab?
A Scene is the full game environment at one moment — camera, lighting, player, and UI — saved as a .unity file. A Prefab is a reusable template for one GameObject or group that you can place many times in a scene or across scenes.
Why create empty GameObjects?
Empty GameObjects only have a Transform. They are useful for grouping related objects, building parent-child hierarchies, and creating spawn points or manager objects without extra rendering.
Are changes saved while Play mode is active?
No, by default Unity reverts the scene when you stop Play. The editor bar turns orange as a reminder. Make permanent edits in Edit mode, or copy component values manually if you need to keep test results.