Unity Mobile Game Development – Exterminator
Unity Mobile Game Development – Exterminator, available at $84.99, has an average rating of 4.9, with 116 lectures, based on 66 reviews, and has 905 subscribers.
You will learn about Advanced Unity Techniques Make Mobile Games for Android and iOS Advanced C# Facilities Robust Coding Practices How to Implement Complex Systems Like AI Perception and Behavior Tree. This course is ideal for individuals who are Unity Developer needs Training on Mobile Development or Students that have the basic knowledge of C# and Unity and are looking for advanced game development tutorials. or Students who finished the first 2 installments of the Complete Game Development Series or Not for complete beginners It is particularly useful for Unity Developer needs Training on Mobile Development or Students that have the basic knowledge of C# and Unity and are looking for advanced game development tutorials. or Students who finished the first 2 installments of the Complete Game Development Series or Not for complete beginners.
Enroll now: Unity Mobile Game Development – Exterminator
Summary
Title: Unity Mobile Game Development – Exterminator
Price: $84.99
Average Rating: 4.9
Number of Lectures: 116
Number of Published Lectures: 116
Number of Curriculum Items: 116
Number of Published Curriculum Objects: 116
Original Price: $199.99
Quality Status: approved
Status: Live
What You Will Learn
- Advanced Unity Techniques
- Make Mobile Games for Android and iOS
- Advanced C# Facilities
- Robust Coding Practices
- How to Implement Complex Systems Like AI Perception and Behavior Tree.
Who Should Attend
- Unity Developer needs Training on Mobile Development
- Students that have the basic knowledge of C# and Unity and are looking for advanced game development tutorials.
- Students who finished the first 2 installments of the Complete Game Development Series
- Not for complete beginners
Target Audiences
- Unity Developer needs Training on Mobile Development
- Students that have the basic knowledge of C# and Unity and are looking for advanced game development tutorials.
- Students who finished the first 2 installments of the Complete Game Development Series
- Not for complete beginners
This course is the third installment of the Complete Game Development Series and is aimed at covering advanced topics of Unity, and mobile game development.
Students will learn how to make a mobile project and set up the testing environment. The modular level creation workflow is then applied to build the level of the game and the lighting. Touch screen-based player controller, along with the camera viewing, and follow control is implemented first, followed by many gameplay systems like inventory, health, and damage system, generic team ID, AI perception, AI behavior Tree, projectiles, ability system, shop system, UI management, level management, and more.
The project focuses on implementing independent gameplay systems and making them work together beautifully. Many advanced C# features like interfaces and delegates are utilized to help improve the extensibility of the code as well as reduce code duplication, and dependency. Programming patterns like recursion, tree, and singleton, are utilized to produce cleaner code. Advanced Unity features like scriptable objects are introduced to achieve better data storage and retrieval.
The build processes to iOS and Android are covered at the end of the tutorial, and students walk away with a complete mobile game, as well as extended knowledge of Unity, C# and game development.
Course Curriculum
Chapter 1: Introduction and Setup
Lecture 1: Introduction
Lecture 2: 02 Create the Project
Lecture 3: 03_Setup Unity Remotes with iOS
Lecture 4: 04 Setup Unity Remote with Android
Lecture 5: 05 Collect Assets
Lecture 6: 06 Environment Pieces and Modular Workflow
Lecture 7: 07 Composing the Environment
Lecture 8: 08 Basics of Lights
Lecture 9: 09 Baking
Chapter 2: Basic Touch and Movement Control
Lecture 1: 10 Structure the Joystick and Touch Events
Lecture 2: 11 Move the Joystick with Touch Input
Lecture 3: 12 Move the Player using Joystick Input
Lecture 4: 13 Using the Camera Orientation to Calculate Move Directions
Lecture 5: 14 Make the Camera Move and Turn with the Player and Input
Lecture 6: 15 Turn the Player Character to Moving Direction
Lecture 7: 16 Add Aiming Control
Lecture 8: 17 Refactor and Improve Aiming
Chapter 3: Player Character Animation
Lecture 1: 18 Getting Additional Animations
Lecture 2: 19 Create the Local Motion Blend Tree
Lecture 3: 20 Update Blend Tree Paramaters
Lecture 4: 21 Update Turning
Chapter 4: Weapons and Inventory
Lecture 1: 22 Layout the Weapon Class Basics
Lecture 2: 23 Create the Inventory Class
Lecture 3: 24 Create the Pistol Class
Lecture 4: 25 Create Animation Override for Different Weapons
Lecture 5: 26 Implement Tab Weapon Switch
Lecture 6: 27 Add the Firing Animation
Lecture 7: 28 Add the Weapon Switching Animations
Lecture 8: 29 Implement the Aim Component
Lecture 9: 30 User Animation Event to Trigger Attack
Lecture 10: 31 Create the Health Component
Lecture 11: 32 Create the Enemy Class and Animator
Lecture 12: 33 Create the Health Bar
Lecture 13: 34 Update the Health Bar with Delegates
Lecture 14: 35 Create the Bullet Particle VFX
Lecture 15: 36 Create the Bullet Hit Effect
Chapter 5: AI Perception
Lecture 1: 37 Create the Sense Component
Lecture 2: 38 Create the Sight Sense
Lecture 3: 39 Create the Forgetting Routine
Lecture 4: 40 Perception Component and Picking a Data Structure
Lecture 5: 41 Implementing the Hit Sense
Chapter 6: AI Behavior Tree
Lecture 1: 42 Basics of the Behavior Tree
Lecture 2: 43 Create the Node Class
Lecture 3: 44 Create the Behavior Tree and Wait Task
Lecture 4: 45 Basics of Compositors
Lecture 5: 46 Create the Selector and the Sequencer
Lecture 6: 47 Create The Blackbard
Lecture 7: 48 Create The Move To Target Task
Lecture 8: 49 Implement the Patrolling
Lecture 9: 50 The Decorator Class
Lecture 10: 51 Implement the Check Condition and Notifies
Lecture 11: 52 Sort Priority
Lecture 12: 53 Implement Abort Lower Priority
Lecture 13: 54 Add Check Last Seen Location
Lecture 14: 55 Refactor Rotation Control and Add Behavior Interface
Lecture 15: 56 Implement Rotate Toward Target
Lecture 16: 57 Refactoring the Enemy and Chomper Prefab
Lecture 17: 58 Create the Attack Task
Lecture 18: 59 Add Running Animation to the Animator
Lecture 19: 60 Add Team
Lecture 20: 61 Implement the Damager Component
Lecture 21: 62 Finish the Chomper Melee Attack
Lecture 22: 63 Create the Health Bar For the Player
Lecture 23: 64 Create the Damage Visualizer
Lecture 24: 65 Create the Damage Visualizer Material
Lecture 25: 66 Add Camera Shake
Lecture 26: 67 Add Damage Visualizer the Enemy
Lecture 27: 68 Add Death Animation to the Player
Lecture 28: 69 Add the UI Manager
Lecture 29: 70 Create the Behavior Group Task
Lecture 30: 71 Refactor Chomper Behavior to Groups
Chapter 7: Spitter
Lecture 1: 72 Compose the Spitter Enemy
Lecture 2: 73 Implement the Projectile Flight
Lecture 3: 74 Implement the Projectile Damage and Explode
Lecture 4: 75 Add VFX to the Projectile
Lecture 5: 76 Implement the Cooldown Decorator
Chapter 8: Spawner
Lecture 1: 77 Compose the Spawner Prefab
Lecture 2: 78 Implement the Spawn Behavior
Lecture 3: 79 Update the Perception of the Spawned Enemy
Lecture 4: 80 Finish the Death Logic of the Spawner
Chapter 9: Gameplay Ability System
Lecture 1: 81 Basics of Ability and Ability Component
Lecture 2: 82 Create the Speed Boost Ability
Lecture 3: 83 Create the Ability UI Widget
Lecture 4: 84 Create the Ability Doc and UI Class
Lecture 5: 85 Fire the Ability When Touched
Lecture 6: Add the Scaling Effect to the Ability UI
Lecture 7: 86 Implement the Health Regen Ability
Lecture 8: 87 Fire Ability Base Classes
Lecture 9: 88 Compose the Scanner and Fire Ability Assets
Lecture 10: 89 Apply Damage to the Enemy with the Fire Ability
Lecture 11: 90 Implement the Stamina Bar
Instructors
-
Jingtian Li
Game Wizard
Rating Distribution
- 1 stars: 0 votes
- 2 stars: 1 votes
- 3 stars: 3 votes
- 4 stars: 19 votes
- 5 stars: 43 votes
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