Learn Advanced Game Mechanics in Unity for Game Development
Learn Advanced Game Mechanics in Unity for Game Development, available at $54.99, has an average rating of 4.05, with 73 lectures, based on 169 reviews, and has 2854 subscribers.
You will learn about Learn fundamental scripting tasks in Unity Learn to work with UIs and integrate 2d and 3d elements into your scene Understand how to build sprites, add VFX, and work with physics Learn debugging and working with Git for version control This course is ideal for individuals who are Intermediate to Advanced Unity users interested in advancing to the next level of Unity development or Technical Artists and Game Developers excited to learn the advanced Unity features It is particularly useful for Intermediate to Advanced Unity users interested in advancing to the next level of Unity development or Technical Artists and Game Developers excited to learn the advanced Unity features.
Enroll now: Learn Advanced Game Mechanics in Unity for Game Development
Summary
Title: Learn Advanced Game Mechanics in Unity for Game Development
Price: $54.99
Average Rating: 4.05
Number of Lectures: 73
Number of Published Lectures: 73
Number of Curriculum Items: 73
Number of Published Curriculum Objects: 73
Original Price: $19.99
Quality Status: approved
Status: Live
What You Will Learn
- Learn fundamental scripting tasks in Unity
- Learn to work with UIs and integrate 2d and 3d elements into your scene
- Understand how to build sprites, add VFX, and work with physics
- Learn debugging and working with Git for version control
Who Should Attend
- Intermediate to Advanced Unity users interested in advancing to the next level of Unity development
- Technical Artists and Game Developers excited to learn the advanced Unity features
Target Audiences
- Intermediate to Advanced Unity users interested in advancing to the next level of Unity development
- Technical Artists and Game Developers excited to learn the advanced Unity features
Advanced Game Mechanics in Unity helps users push their Unity knowledge to the next level. In this course, instructor Alan Thorn explores many powerful features in Unity 5, from debugging tools and version control, to 2D sprites and User Interfaces. See how to get started quickly at scripting useful behaviours and functionality for building solid games across many platforms, from endless-runners to shooters.
Part 1 consolidates scripting knowledge, exploring fundamental scripting tasks in Unity, developing a solid foundation for your games, whatever the genre. In part 2, learn how to build resolution-adapting interfaces for multiple screen-sizes, and see how to integrate 2D and 3D elements in a single scene, using the GUI features and sprite framework. In part 3, explore how to find and diagnose problems in your applications using MonoDevelop Debugging, as well as Visual Debugging. In part 4, learn how to manage team work-flows with Git and version control, allowing many people in a team to exchange and maintain source code easily anywhere in the world. Finally, in Part 5 we explore a range of more advanced scripting tasks: see how to combine particle systems with physics, see how to develop save game states, how to make objects survive across multiple scenes, and how to develop for mobile devices, reading input from the accelerometer.
Overall, Advanced Game Mechanics in Unity features everything you need to become a powerful game developer quickly and easily – producing immersive games that sell!
(Students – please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)
More about the Instructor:
Alan Thorn is a freelance game developer and author with over 12 years of industry experience. He is the founder of London-based game studio, Wax Lyrical Games, and is the creator of award-winning adventure game Baron Wittard: Nemesis of Ragnarok. He has worked freelance on over 500 projects worldwide including games, simulators, kiosks, and augmented reality software for game studios, museums and theme parks. He has spoken on game development at universities throughout the UK, and is the author of nine books on game development, including Teach Yourself Games Programming, Unity 4 Fundamentals and the highly popular UDK Game Development.
Course Curriculum
Chapter 1: Course Introduction, Scripting, and Technical Basics
Lecture 1: Download course source files here!
Lecture 2: Introduction
Lecture 3: Start Scripting
Lecture 4: Customizing MonoDevelop
Lecture 5: Components and Transforms
Lecture 6: Game Objects
Lecture 7: Transformations and Updates
Lecture 8: Vectors and DeltaTime
Lecture 9: Object Communication
Lecture 10: Triggers and Colliders
Lecture 11: Trigger Entering
Lecture 12: Playing Audio
Lecture 13: Prefabs
Lecture 14: Game Controllers
Chapter 2: Sprites, the UI, Physics and more
Lecture 1: Introduction
Lecture 2: Manual Sprites
Lecture 3: 2D Sprites
Lecture 4: Animating Sprites
Lecture 5: Sprite Packing
Lecture 6: Atlas Textures
Lecture 7: Billboards
Lecture 8: Orthographic C
Lecture 9: Sprites and 3D Physics
Lecture 10: Sprites and 2D Physics
Lecture 11: Getting Started with Interfaces
Lecture 12: Panels and Anchors
Lecture 13: Images and Text
Lecture 14: Scripting with the UI
Lecture 15: Buttons
Chapter 3: Learning to Debug – and Building our Games
Lecture 1: Introduction
Lecture 2: Debug Log
Lecture 3: Visual Debugging
Lecture 4: Error Logging
Lecture 5: Editor Debugging
Lecture 6: The Stats Panel
Lecture 7: Profiler
Lecture 8: Compilation
Lecture 9: Breakpoints
Lecture 10: Watches
Lecture 11: Immediate Window
Lecture 12: Call Stack
Lecture 13: Building for Desktops
Lecture 14: Building for Mobile Devices
Chapter 4: Source Control and Branches
Lecture 1: Introduction
Lecture 2: Manual Version Control
Lecture 3: Git and SourceTree
Lecture 4: Git Hosting
Lecture 5: Git Repository
Lecture 6: Configuring Unity for Version Control
Lecture 7: Git Ignore
Lecture 8: The First Commit
Lecture 9: Working with Commits
Lecture 10: Reversing Commits
Lecture 11: Introducing Branches
Lecture 12: Working on Branches
Lecture 13: Merging Branches
Lecture 14: Remote Repos
Lecture 15: Downloading Repos
Chapter 5: Advanced Data Structures and Particles
Lecture 1: Introduction
Lecture 2: Persistent Data
Lecture 3: Data Structures and Serialization
Lecture 4: XML Serialization
Lecture 5: Binary Serialization
Lecture 6: Starting Android Development
Lecture 7: Using the Accelerometer
Lecture 8: Acceleration and Angles
Lecture 9: Normalizing Acceleration Input
Lecture 10: Input and Axis
Lecture 11: Singletons in Practice
Lecture 12: Statics in Practice
Lecture 13: Particle Systems and Collections
Lecture 14: Curved Paths and course wrapup
Lecture 15: Bonus Lecture: Further Learning with 3dmotive
Instructors
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3dmotive LLC
High Quality 3d and Game Art Training by Industry Pros!
Rating Distribution
- 1 stars: 8 votes
- 2 stars: 6 votes
- 3 stars: 21 votes
- 4 stars: 55 votes
- 5 stars: 79 votes
Frequently Asked Questions
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