Welcome back.
In this video, we're going to set up our game scene, at least the beginning of it.
So let's go ahead and go over to our assets and then inside of the scenes for the let's create a new
scene.
I'm going to kill this one game.
And now let's go over to the scene.
I'm not going to save the sample scene because I didn't make any changes while many changes I added
to it and got rid of the default stuff.
But actually, it's going to be fine because I don't need to sample scene altogether.
I couldn't even delete it at this point.
So let's get rid of it.
And now, instead of our game scene, let's go ahead.
And first of all, add something to it, because if we look at it right now, it's pretty empty.
And that has to do with us not having added any materials to it.
If you look at it in your your default assets materials, you will find the skybox material and you
can just drag it into your scene and look at it in the game.
You see now you have the skybox, even though you don't really see it in the scene window.
But let's look into skyboxes and what they do for us.
So a skybox is a six sided cube that is drawn behind all graphics in the game.
So big box where you would stand in the middle to simulate the surroundings without actually having
to create a sun or clouds manually taking away a lot of your work for you and also your computer using
textures like the one on the right called a cube map, which is one of the more typical ways to do it,
implemented inside of unity as a material type skybox cube map, but also having the option of using
six images, taking the component like so where you have the front back, left, right, up and down
or HDR I.
More typically used in 3D software being basically a 360 degrees image, but there is one more that
unity includes, which we all use on by default, and that's the procedural skybox, a special kind
of skybox that changes on the rotation of your directional light.
In some cases, that's the best option.
But it's customization not being as user friendly, since we don't need to modify it, but would like
to have the adaptability of the procedural sky, we'll be using this one.
And why not?
The Europea included one, and it just looks nice and I think it's fine.
Let's continue with.