Unity from Zero to Proficiency (intermediate)
Unity from Zero to Proficiency (intermediate), available at $64.99, has an average rating of 4.7, with 86 lectures, 3 quizzes, based on 19 reviews, and has 340 subscribers.
You will learn about Code confidently in C# for Unity. Understand common coding mistakes and errors in Unity, and how to avoid them easily. Use Rigidbody physics to propel projectiles in the air. Instantiate, use and control Rigidbody objects from your script as well as explosions. Create a simple weapon management system. Create weapons (e.g., a gun and a grenade launcher), manage the collection of ammunition, and also implement a user interface to keep track of ammunition. Use Mecanim and NavMesh navigation to control an animated NPC that detects, follows, or shoot at the player. Create a fully functional game level with armed and intelligent NPCs looking for and attacking the player. Use Navmesh navigation so that the NPCs can find their way to the player. Use Mecanim to animate 3D characters. Control the animation and states of each NPC through your code. Create and use prefabs to speed-up your game creation process. Create and update a user interface. Create NPCs that can detect the player through vision. This course is ideal for individuals who are You are a beginners in Unity or programming. or You would like to become proficient in the core functionalities offered by Unity. or You would like to teach students or help your child to understand how to create games, using coding in C# or You would like to start creating games. or Although you may have had some prior exposure to Unity, you would like to delve more into Unity and understand its core functionalities in more detail. It is particularly useful for You are a beginners in Unity or programming. or You would like to become proficient in the core functionalities offered by Unity. or You would like to teach students or help your child to understand how to create games, using coding in C# or You would like to start creating games. or Although you may have had some prior exposure to Unity, you would like to delve more into Unity and understand its core functionalities in more detail.
Enroll now: Unity from Zero to Proficiency (intermediate)
Summary
Title: Unity from Zero to Proficiency (intermediate)
Price: $64.99
Average Rating: 4.7
Number of Lectures: 86
Number of Quizzes: 3
Number of Published Lectures: 86
Number of Published Quizzes: 3
Number of Curriculum Items: 89
Number of Published Curriculum Objects: 89
Original Price: $44.99
Quality Status: approved
Status: Live
What You Will Learn
- Code confidently in C# for Unity.
- Understand common coding mistakes and errors in Unity, and how to avoid them easily.
- Use Rigidbody physics to propel projectiles in the air.
- Instantiate, use and control Rigidbody objects from your script as well as explosions.
- Create a simple weapon management system.
- Create weapons (e.g., a gun and a grenade launcher), manage the collection of ammunition, and also implement a user interface to keep track of ammunition.
- Use Mecanim and NavMesh navigation to control an animated NPC that detects, follows, or shoot at the player.
- Create a fully functional game level with armed and intelligent NPCs looking for and attacking the player.
- Use Navmesh navigation so that the NPCs can find their way to the player.
- Use Mecanim to animate 3D characters.
- Control the animation and states of each NPC through your code.
- Create and use prefabs to speed-up your game creation process.
- Create and update a user interface.
- Create NPCs that can detect the player through vision.
Who Should Attend
- You are a beginners in Unity or programming.
- You would like to become proficient in the core functionalities offered by Unity.
- You would like to teach students or help your child to understand how to create games, using coding in C#
- You would like to start creating games.
- Although you may have had some prior exposure to Unity, you would like to delve more into Unity and understand its core functionalities in more detail.
Target Audiences
- You are a beginners in Unity or programming.
- You would like to become proficient in the core functionalities offered by Unity.
- You would like to teach students or help your child to understand how to create games, using coding in C#
- You would like to start creating games.
- Although you may have had some prior exposure to Unity, you would like to delve more into Unity and understand its core functionalities in more detail.
In this course, you will become proficient in C# and some of Unity’s core features, by creating a First person Shooter that includes a 3D environment, intelligent Non-Player Characters, and special effects.
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In the first section of the course entitled “Adding Simple AI, “, you will use C# for the creation of a simple launcher. You will learn to instantiate, use and control Rigidbody objects from your script as well as creating explosions.
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In the second section entitled “Creating and Managing Weapons“, you will learn to create and manage weapons using a simple inventory system. You will create an automatic gun and a grenade launcher, manage the collection of ammunition, and also implement a user interface to keep track of ammunition. In addition, you will also learn how to include these as prefabs, so that they can be reused in other levels, and to save you some coding too.
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In the third section entitled “Using Finite State Machines”, you will get an in-depth explanation of how to create and use Finite State Machines (FSM) in Unity. You will create your FSM and use it to control the behavior and movement of an animated Non-Player Character. You will also learn how to employ NavMesh navigation so that your animated NPCs can navigate easily within the scene to either follow the player or go to a specific location. Finally, you will learn how to optimize your assets so that they can be reused seamlessly in other scenes with no or little changes.
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The last section called “Putting it All Together”, makes it possible to combine the skills you have acquired in the previous chapters, and to reuse and combine all the objects that you have created so far (e.g., NPCs, weapons, inventory systems, ammunition, etc.), and the concepts (e.g., FSM, NavMesh, RigidBody components, User Interface, etc.) that you have mastered, to create a fully functional level.
After completing this course, you will become proficient in the following areas:
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C# programming
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Rigidbody Physics.
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Objects’ Instantiation.
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Animating 3D characters.
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Artificial Intelligence for Non-Player Characters
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Mecanim and Finite-State Machines.
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Prefabs Creation.
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Inventory System.
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RayCasting.
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Collision Detection.
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User Interface Creation.
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Persistent Objects.
Course Curriculum
Chapter 1: Before You Start
Lecture 1: Please download thhese files
Lecture 2: Code Solutions
Chapter 2: Adding Simple AI
Lecture 1: Adding a 3rd Person Controller and Cameras
Lecture 2: Creating Prefabs for the Projectiles
Lecture 3: Instantiating Projectiles
Lecture 4: Propelling Projectiles
Lecture 5: Targeting the Player
Lecture 6: Creating Automatic Fire for the Robots
Lecture 7: Adding Explosions
Lecture 8: Adding Items to Collect
Lecture 9: Collecting Items (Part1)
Lecture 10: Collecting Items (Part 2)
Lecture 11: Placing the Player at the Start of the Game
Lecture 12: Fixing the Colliders for the Platforms
Lecture 13: Duplicating the Launcher and Adding Smoke
Lecture 14: Adding a User Interface and Completing the Game
Lecture 15: Checklist
Lecture 16: Challenge 1
Lecture 17: Challenge 2
Lecture 18: Please Leave a Review
Chapter 3: Creating and Managing Weapons
Lecture 1: Introduction
Lecture 2: Adding Targets
Lecture 3: Casting a Ray for debugging purposes
Lecture 4: Casting a Ray and Detecting the Objects Ahead
Lecture 5: Firing a weapon
Lecture 6: Managing Ammunition
Lecture 7: Managing the NPC's Health (Part 1)
Lecture 8: Managing the NPC's Health (Part 2)
Lecture 9: Collecting Ammnunition (Part 1)
Lecture 10: Collecting Ammnunition (Part 2)
Lecture 11: Using a Weapon Management System (Part 1)
Lecture 12: Using a Weapon Management System (Part 2)
Lecture 13: Using a Weapon Management System (Part 3)
Lecture 14: Using a Weapon Management System (Part 4)
Lecture 15: Using a Weapon Management System (Part 5)
Lecture 16: Using a Weapon Management System (Part 6)
Lecture 17: Using a Weapon Management System (Part 7)
Lecture 18: Using a Weapon Management System (Part 8)
Lecture 19: Using a Weapon Management System (Part 9)
Lecture 20: Launching Grenades (Part 1)
Lecture 21: Launching Grenades (Part 2)
Lecture 22: Launching Grenades (Part 3)
Lecture 23: Launching Grenades (Part 4)
Lecture 24: Checklist
Lecture 25: Challenge 1
Lecture 26: Challenge 2
Chapter 4: Using Finite State Machines
Lecture 1: Introduction
Lecture 2: Introduction to FSM
Lecture 3: Getting Started with Finite State Machines
Lecture 4: Accessing an FSM through C#
Lecture 5: Controlling an NPC with an Animator Controller
Lecture 6: Using Navmesnavigation and FSMs to control the Idle and Follow States
Lecture 7: Adding Sight with Raycasting
Lecture 8: Adding and Configuring a 3D Animated Character
Lecture 9: Adding and Configuring 3D Animations
Lecture 10: Creating Attacks from the NPC
Lecture 11: Reusing Scripts from the Previous Section (Part 1)
Lecture 12: Reusing Scripts from the Previous Section (Part 2)
Lecture 13: Reusing Scripts from the Previous Section (Part 3)
Lecture 14: Adding New States to the NPC (Part 1)
Lecture 15: Adding New States to the NPC (Part 2)
Lecture 16: Controlling the New States from a Script
Lecture 17: Returning to Idle After Being Hit
Lecture 18: Managing the Player's Health
Lecture 19: Ensuring that the NPC is Facing the Player When Shooting
Lecture 20: Adding a Gun to the NPC
Lecture 21: Displaying and Hiding the Gun
Lecture 22: Decreasing the Player's Number of Lives
Lecture 23: Reloading the Scene and Keeping the Player
Lecture 24: Adding Health Packs
Lecture 25: Adding a User Interface for the number of lives and the player's health
Lecture 26: Adding a Screen Flash (Part 1)
Lecture 27: Adding a Screen Flash (Part 2)
Lecture 28: Creating New Prefabs and Amending the Script to Display/Hide the Guns
Lecture 29: Checklist
Lecture 30: Challenge 1
Lecture 31: Challenge 2
Lecture 32: Please Leave a Review
Chapter 5: Putting it All Together
Lecture 1: Introduction
Lecture 2: Setting-up the Environment
Lecture 3: Adding Prefabs
Lecture 4: Checking that the NPC's Guns are Displayed Properly
Lecture 5: Adding the Starting and Ending Screens
Lecture 6: Accessing Elemens Only When they are Present in the Scene
Lecture 7: Well Done!
Lecture 8: Bonus Lecture: FREE Book on Procedural Levels
Instructors
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Patrick Felicia
Lecturer and Researcher
Rating Distribution
- 1 stars: 0 votes
- 2 stars: 0 votes
- 3 stars: 1 votes
- 4 stars: 8 votes
- 5 stars: 10 votes
Frequently Asked Questions
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