Get started with Unity
Understand the core Unity workflows and Editor concepts.
Read time 2 minutesLast updated 12 days ago
Unity is a real-time engine that you can use to create 2D and 3D applications, and then use Unity's gaming services to manage the lifetime of your application beyond its development. There's a few different pathways to getting started, depending on whether you're completely new to game development, or if you're moving from a different engine or DCC tool.
Install the Unity Editor
The main way to download and install the Unity Editor is through the Unity Hub. For more information, refer to the Unity Hub documentation.
For more information on the different ways of installing Unity, refer to Install Unity.
Once you have installed the Editor, familiarize yourself with the Editor interface. It contains all the windows you need to manage and create gameplay.
First-time game developers
If you're new to game development, the best place to start is by completing some Unity Learn tutorials.
For a beginner tutorial on using the Editor and creating basic gameplay, refer to the Unity Essentials pathway.
For information on creating your first project, refer to Create your first project.
Changing to Unity from other games engines
Unity's architecture is based around GameObjects (similar to Actors in Unreal, and Nodes in Godot) and components. Everything in your project is a GameObject, which acts as a container for components. Components add functionality like lighting, collisions, and audio to GameObjects. You can also group together GameObjects into reusable templates called prefabs to create reusable gameplay elements.
Unity uses a Y-up, left-handed coordinate system, which differs from other engines. It also uses C# for scripting. For information about some of the important types and classes in Unity, refer to Fundamental Unity types.
Common workflows and topics
The following articles cover common workflows you can perform in Unity:
- 2D game development
- 3D physics
- Asset importing
- Building your application
- Input
- Lighting configuration
- Programming
- UI systems
- Visual scripting
- Accessibility