Hi. In this video, I'm going to be be showing you how to scale, rotate, and position your primitives in Unity. Are you ready? Great. Let's go. So as you can see, I already have Unity open already, and I have my shape. So I'm going with the cube. To move the shape, first, I must make sure that the primitive is selected. I do this by selecting on the hierarchy, and I can see that's been selected by the old orangey outline provided by Unity. And at the most you'll also see the information about the shape in the Inspector. It's like gives us position, rotation, and scale values of the shape. So to move the shape, we're going to go to the tools set at the top left side of the Unity interface. So we're going to click on the move tool, and then we can see that the gizmo has changed. So now we have the arrows pointing along the lines of the axis locally to that shape. So we have to y axis, the z axis, and the x axis. So to move my shape, we click on the axis that we want to move on which highlights in yellow, then we drag, drag, and drag. And as you can see, the values are changing as we drag. So as you probably guessed, we can't actually type in the values straight into the Inspector. So we put in that 40. Going to put that as 40. I'm going to put this up 40. So let's move that shape to those points in the walled space on the axis. But now we can't see our shape. So we can zoom out and try and find it or we can double click on the name of the asset in our hierarchy, and we'll take a straight to it. So none has been moved. But how about rotation? Similarly, we're going to go back to our tools tab on the left hand side. And we're going to click on the next icon. As you can see, the gizmos has once again changed. Now we have circular lines circling the shape. Each line represents once again, an axis. So by dragging on each one of these axis, we can rotate our shape straight away. And you can see, we moved from one point to the other. And just as we did with the position, we can change the value. So since I started at 40, I'm just going to keep using that number 40, and 40. So now that's been rotated to those numbers. And if I want to change it or adjust it slightly, I can do, I just drive in along the lines in the axis. So, scaling as you've guessed, we can do the same way by adding in the value, and then changing the size. And now you can see that we are inside the shape. So, to zoom out, we can scroll upwards or we can double click once again on the shape and it'll take us to a kind of overview of how the shape looks from far away. Well, from a distance where we can see all the shape. As you can see, even though we've edited the scaling, the actual gizmo is still set to rotation. So we can rotate and change any of these values regardless of what the gizmo has been set to. But once again, we can do this through seen view, right-clicking on the icon, and dragging on the different axis's. Once again, the gizmos's changed. Now we have a line with a little cube and then, we're going to pull that and change the shape. And once again, we can zoom out so we can see what we're doing, and we can also pull in this center box here, and it changes each from each axis, the value at the same time in equal amounts. So, this last icon here, allows us to edit our shape in terms of size and position. As you can see, the position and scale of our shape is changing. So it's a bit free form transformation happening here. Great. So that the basics of scaling, positioning, and rotating your primitives in Unity. So how about you give it a try?