day 2 unity jr programercourse Man the guy talks slowly,  unit 1.1 important info your home view if you will. it centers your camera on the object that you have selected. god I love how smooooooooooooooothe these Phoenix switches are on my keyboard and wish I could just put them on my k3 but no ;-; the f key enables focus mode, this is like when u double click the middle mouse button in fusion to get to a decent reference frame for your object/file. it is primarily used to lock onto an object in space to move the camera and make it work  alt left click drag allows  you to rotate your camera around the object that you have selected alt right-click drag allows you to zoom but idk if I like using it but hay information is information I can't believe it's an 8-minute video explaining this to the user unit 1.1-4 in the transform component of an object you can select the menu button and click reset to reset the cords to all default apparently, in unity, it's commonly accepted knowledge that each unit is one metre.  meaning yes my objects for my gnz project day 2/3 was indeed too big they also tell us that we can rename the object in the component's window or in the hierarchy window  this happened on accident but you can maximize a screen by doing shift+space they also want us to name the obstacle of our choice obstacle a 3.5 min video saying ctrl+p starts/stops play mode and play mode does not save your game state if you click the arrows on the cube on the top right part of the scene thoe arrows will align your camera with the axis that you select. also the circular tool by the move or pan tool is for rotation the bottom one is for all types of transformation, scale rotation move  uhhh the project folder area if you don't need to see the assets but just need to see file names/folder system the menu button for the project window has a 1 column layout for efficiency if you don't have the screen real estate for your desired view also on the top right you can click layout and change the layout by clicking the presets, personally, I don't want to use those for what I'm doing but it might be useful for certain game layouts, troubleshooting or games you are making you can also save custom layouts omg, finally I can do 1.2 :D  c# scripting? just so its easier on other devs and you so it doesn't create problems down the line DONT RENAME YOUR SCRIPTS because if u do it might cause problems coz of how its written just name it what its intended to do then make more  or merge and fix the bugs in the tutorial, u can just create a blank script in the project folder area and then drag it to the object but I can't? maybe it's a new unity thing BUT  you can just create one as a new component c# = c sharp or .cs in the line of code which apparently doesn't need a ; public class PlayerController : MonoBehaviour so the : kind of means x inherits from y so, in this case, the 3rd word "PlayerController" inherits from the class "MonoBehaviour"  so ig ill write in shorthand  idrk what the tutorial guy means but the void is a method but sure ill go with it     void Start() is called before the game starts (sort of) or before the first "frame"     void Update() is called every "frame" ofc // means everything is a comment on that line from that // mark It's common practice to capitalize certain things and not capitalize others, ex. code with capital letters means its class but lowercase letters are components         transform.Translate(0 , 0, 1); so you write code in this way  component.Method(arguments); literally make it go vrooooomm and move forwards  it uses x y z and its 1 unit per frame okok so now 4. Use a Vector3 to move forward         transform.Translate(Vector3.forward); is literally the same thing but how do we make it so that its more than just along the z axis??? idk its just  shorthand for that we use the Vector3 library ig we can modify that code to be like 20m/s  with this         transform.Translate(Vector3.forward * Time.deltaTime * 20); coz delta means change in y  so delta time means change in time so this means using the vector3 library we will move forward by 1 unit * 1 unit of time (second) * 20  or 1 unit per second * 20 or 20 units per second or 20u/s  and since each unit is 1m  its 20m/s OKOKOK so now RigidBody 's they are component that means the object its assigned to are a physics object, we can give it gravity and other things with this sphere colider and mesh colider make it a coliable object and has different ways of interacting with the player/ a given object mass is done in kilos :D