/**
Ninjas investigate how changing an object's properties visually affects the 
object in the scene. 
* scale
* opacity
* rotation
* width/height

Sensei Notes
* The goal of this activity and the other activities in section 1 is to continue 
to develop familiarity with the GDP before Ninjas start coding.
* Ninjas are instructed to add any shape, change the properties, and then delete 
the shape. If they struggle, then help and have them repeat the process with each 
shape.
* The Z value is briefly touched on, but it might require a more detailed 
explanation. Work with the Ninja to find the object in the physical Dojo that is 
farthest away from the Ninja. Assign this real-world object a z value of 0. Then 
find another object on the Ninja's desk like a laptop or pen and assign it a z 
value of 5. Have the Ninja assign four other objects with appropriate z values of 
1, 2, 3, and 4 . Explain how the object with a z value of 2 is closer to the 
Ninja than the object with a value of 1, but it is farther away than the object 
with a value of 4.
* Make sure that the Ninjas don't get overwhelmed with all the shapes and 
properties in the GDP. Familiarity with the interface is more important than 
understanding each property.
* There is no coding in this activity.
* The Ninja should be able to navigate the GDP and add new objects.
* The Ninja should be able to change the properties of objects.

Solution Steps
1 As the Ninja navigates to the correct scene, ask them "What's the next step?" 
to see if they can navigate the GDP.
2 Explain that this activity requires the student to add and modify their very 
own shapes. They will need to recreate the logo in the scene, but in the next 
activity they will have complete creative freedom.
3 The manual uses a circle, but let the Ninja add any shape to the scene. It will 
be deleted in a later step.
4 Help the Ninja select their shape and open the Properties tab. Explain that 
they can either click on the shape in the scene or the name of the shape in the 
Game Objects menu.
5 Let the Ninja play with the properties and investigate what each does. During 
your Sensei Stop, ask what they did to their shape.
6 Again, let the Ninja play with the properties and investigate what each does. 
If the Ninja selected a circle, discuss why rotation doesn't seem to do anything. 
Explain how you cannot see the changes of the speed property because the object 
is not moving.
7 Let the Ninja play with the colors of the object. If the shape has any special 
properties, let the Ninja play with and investigate what each does.
8 Help the Ninja find the delete button. Stress that you cannot recover a deleted 
object.
9 Explain the four shapes that are required. Have the Ninja verbalize how they 
think they need to approach the problem.
10 Make sure the Ninja's logo is like the image in step 9.

Sensei Stops
5 Tell a Sensei what the OPACITY property did to your shape. What is the maximum 
value? What is the minimum value?
The definition of opacity is never explicitly stated in the manual. Ninjas should 
experiment and come up with their own definition and understanding. If they 
struggle, tell them to slide it to the right and ask them about what the shape 
looks like and the value. Tell them to slide it to the middle and ask them what 
changed about the shape and what changed about the value. Ask them to predict 
what will happen when the slider is all the way to the left.
10 Tell a Sensei what you did to create your logo. What shape did you odd first? 
How did you make sure the shapes were in the correct places?
Ask the Ninja if they thought this was easy or hard. The next activity requires 
them to build their own scene from nothing, so they must understand how to add 
objects and edit properties.
*/