In this lecture you'll learn how to add sprites to your game and how to add game objects to the scenes in your game. So before we continue you should do an in-video quiz about what you know about sprites. So let's start by talking about sprites. Sprites are graphical assets that we include in our game. Now a sprite can be a single image, or a single frame, if you will. Or it can be a set of frames that we could use for an animation for something in our game. And so, those sprites that are sets of frames are regularly called sprite sheets, or sprite strips. So you should do another in-video quiz telling me about sprite strips. Okay, the other thing we should talk about today are game objects. And game objects are the entities that are actually in our game. So we add game objects to a scene in Unity, and then that game object is a thing that behaves within the context of the game world. So let's go to Unity and start looking at how we actually do this. So we'll start with the default project that we looked at last time as we were exploring the Unity editor. And this time, we're going to add a sprite and a game object to our scene in Unity. The first thing I'm going to do is to actually save the scene. So I'll come over here into the Project window and right-click and say I want to Create a folder. And I'm going to call this folder scenes, and then I'm going to Ctrl+S and Save the current scene into scene0 in that folder. And, of course, you don't always have to call yours scene0, that's just what I tend to do. The next thing I'm going to do is add a sprite to my project. And so I will right-click here in the Project window again and create another folder, this one I'll call sprites. And now I need to get a graphical image added to the sprites folder. And Unity supports a wide range of formats, including PNGs and JPEGs and so on. So I typically use PNGs for everything. And so that's what I'm going to do. And there are a variety of different ways to add an image to the sprites folder. Of course, you can just use your operating system to copy the image file into your sprites folder, I'm going to show you another way. So you can also just drag from whatever you have that sprite saved, onto the sprites folder like that. And the sprite then gets added to your project. I'll turn on Windows Magnifier, and so we can see if we expand scenes, we have scene0 saved there. And if we expand sprites, we have the teddybear saved there. So that gives us a sprite in our project for the game. It's not in the scene yet. Remember, the Project window holds every asset that we have for our game in its entirety. And the Hierarchy window holds the things that are in our current scene. So let's actually add the sprite to our scene. And the way we do that is drag it, And drop it onto the scene. And I'm actually going to rename it as well, just because I like to use capitalization regularly. So the general rule I will use is that I will capitalize each word in the names of my game objects, just like you'd capitalize each word in constants that you declare. You'll notice there's a little asterisk next to scene0. That means we have unsaved changes in the scene, so I'll Ctrl+S to save my scene. Now, you can see that my teddy bear is pretty small in the game view and I'm going to fix that in a moment. Before I do, I want to show you that if I double-click on the teddy bear in the Hierarchy window. I actually zoom right into him in the scene view, so that I can see him up close and personal. And we'll find soon that that's helpful when we're manipulating details about colliders, for example, for our teddy bear. Okay, so let's actually make the teddy bear larger. There's a variety of ways we can do that. One way would be to come over here to the inspector and change the scale of the teddy bear. But I will tell you if we blow him up, I don't mean to explode him, if we make him larger he's going to get more pixelated and blurrier than he is right now, so I don't want to take that approach here. Instead, what I'm going to do is I will select the Main Camera. And over here, one of the characteristics of the Main Camera is the Size. And so I'm just going to change that from 5 to 3. And that makes the teddy bear the size that I want it to be in my game. I am going to get rid of the magnifier now. Now I will say that having to change the camera size is kind of awkward, but I have a set of assets that are to a particular scale. And so those assets are a little too small for the default camera size of 5 in our Unity game. There's an important lesson here. And the important lesson is you should know before you have all of your art done, you should know what your standard sizes are going to be for that art, so that you can make sure your artist gives you the art that's the appropriate size. My artist for my teddy bears did a fantastic job, it's just that these are old assets that are even pre-Unity, and so they're just a little too small for the default camera size. So we can modify the camera size, and that lets us use assets that are maybe a little too small, but the better idea is to make sure that the sprite, the PNG files or whatever format you choose to use, are actually the appropriate size. Speaking of the PNG files, I'm zooming in on the teddy bear in paint.net. You will notice, down here on the bottom right, that my image is 32 by 32. As a general rule, you should make sure your art assets are a power of two on width and height. So they don't have to match, it doesn't always have to be 32 by 32. You could have an asset that's 8 by 64. But each dimension of your asset should be a power of two. And really that's to make the graphic card work as efficiently work as possible. So you'll see assets that I provide to you that have transparency around them, and you'll wonder why didn't I crop it to be tight against the edges of whatever the asset is. And that's because I wanted to make sure that each of the dimensions was a power of two. To recap, today we learned that sprites are graphical assets that we can include in our game and we learned how to add those to our project. And we learned that game objects are the entities that are actually in our scene and we learned how to add those to our scene as well.