Unity Bootcamp: 3D Game Development

Unity Bootcamp: 3D Game Development

English | MP4 | AVC 1920×1080 | AAC 44KHz 2ch | 347 Lessons (26h 12m) | 5.52 GB

Learn Unity. Get Hired. This is the only Unity course you need to go from complete beginner (no coding experience) to coding your own 3D games and getting hired as a Game Developer this year!

We guarantee you that this is the most comprehensive and up-to-date 3D Game Development Bootcamp to go from absolute beginner to mastering Unity and getting hired as a 3D Game Developer, Unity Engineer, or Unity Developer.

WHAT YOU’LL LEARN

  • Learn Unity from scratch (one of the top cross-platform game engines for creating professional 3D games)
  • Learn the C# programming language from scratch, including namespaces, classes, variables, functions and much more
  • Step-by-step process from creating your own game to publishing it online
  • Build a story-driven game with your own story, dialogue, music, and even cutscenes
  • How to use Unity to easily create and deploy games across multiple platforms including Windows, MacOS, iOS, Android, and many more
  • Create an RPG game with quests, rewards, potions, a combat system, weapon upgrades, and more
  • How to build games with all the bells and whistles of your favorite games
  • Use a keyboard or add your preferred controller (Nintendo Switch, XBOX, Playstation) to move your characters
  • How to launch your career as a 3D Game Developer, Unity Engineer, or Unity Developer
Table of Contents

1 Unity Bootcamp: 3D Game Development
2 What Are We Creating?
3 What is Unity?
4 Installing Unity
5 Creating a New Project
6 Custom Layouts
7 Default Windows Overview
8 Understanding Game Objects
9 Moving Around the Scene
10 Manipulating Game Objects
11 Exercise: Creating a Robot
12 Understanding Component Composition
13 The Transform Component
14 Applying Materials
15 Exercise: Materials
16 Parent and Children Objects
17 Prefabs
18 Final Tips and Tricks
19 Importing Unity Package Files
20 Model File Formats
21 Model Prefabs
22 Installing Packages with the Package Manager
23 Creating a 3D Tilemap
24 Changing the Materials on a Model
25 Extracting Materials from a Model
26 Adding an Offset to a Brush
27 Exercise: Installing the Polybrush Package
28 Painting Models with a Polybrush
29 Custom Icons for Game Objects
30 Exercise: Drawing More Tilemaps
31 Exercise: Adding a Slope
32 Rotating Tiles
33 Exercise: Rotating Corner Tiles
34 Where to Find Game Assets?
35 What is C#?
36 Installing Visual Studio Code
37 Configuring Visual Studio Code
38 Creating a C# File
39 Understanding Namespaces
40 Creating a Namespace
41 What are Objects?
42 Creating Classes
43 Understanding Variables
44 Defining Variables
45 Comments
46 Constructor Methods
47 Access Modifiers
48 Inheritance Basics
49 Using Namespaces
50 Adding Classes as Components to Game Objects
51 Custom Methods
52 Parameters
53 Return Values
54 Control Flow
55 Debug Class
56 Generics
57 Attributes
58 Auto Formatting Code
59 Exploring the C# Documentation
60 Installing the Input System Package
61 Understanding Actions and Action Maps
62 Creating Actions and Action Maps
63 Exercise: Creating a UI Action Map
64 Setting the Action Type
65 Adding Bindings
66 Composite Bindings
67 Separation of Concerns
68 Event Handlers
69 Adding a Game Manager
70 Adding the Player Input Component
71 Baking a Navigation Mesh
72 Adjusting the Agent Size
73 Adding Non-Walkable Areas
74 The Navigation Mesh Agent Component
75 Reading the Callback Context
76 Storing the Movement Vector
77 Grabbing a Component
78 Moving an Agent
79 Following the Player with a Camera
80 Framerate Independence
81 Using the Agent Speed
82 Understanding Quaternion
83 Vector Zero
84 Linear Interpolation
85 Component Catching and Organizing Code
86 Exploring the Unity Documentation
87 Creating Instances
88 Static Modifier
89 Understanding Abstract Classes
90 Using an Abstract Class
91 Using Abstract Classes as Types
92 Base Constructor Methods
93 Prefab Variants
94 Requiring Components
95 Creating a Controller
96 Serializing Fields
97 Tags
98 Using Constants
99 Calculating Distance with Vectors
100 Disabling Serialization
101 Custom Gizmos
102 Moving Agents by Destination
103 Introduction to the State Pattern
104 Creating a Base State
105 Setting a Default State
106 Creating a Return State
107 Creating a Chase State
108 Transitioning Between States
109 Exercise: Creating an Attack State
110 Stopping the Agent
111 Creating a Patrol Enemy
112 Installing the Splines Package
113 Adding Knots
114 Adding Curved Knots
115 Closing Knots
116 Serializing Private Fields
117 Moving Enemies to the Path
118 Checking for a Missing Path
119 Creating a Patrol State
120 Verifying an Agent Reaching their Destination
121 Calculating the Next Position
122 Moving the Enemy on the Spline
123 Grabbing the Spline Length
124 Adjusting the Patrol Speed
125 Pausing the Enemy on Patrols
126 Toggling the Enemy’s Patrol
127 Extracting Models
128 What is a Scriptable Object?
129 Creating a Scriptable Object
130 Configuring the Character’s Stats
131 Loading Enemy and Player Stats
132 Applying Stats
133 Updating the Speed
134 Updating Character Models
135 Rotating Enemies Toward the Player
136 Rotating Enemies Toward their Return Position
137 Rotating Patrolling Enemies
138 Rotating Enemy to Original Rotation
139 Disabling an Agent’s Rotation
140 Adding a Treasure Chest
141 Adding a Nav Mesh Obstacle
142 Creating an Animation Clip
143 Adding Keyframes
144 Understanding the Animator Controller
145 Adding an Idle State
146 Animator Controller Parameters
147 Adding a Box Collider
148 Adding a Rigid Body
149 Listening to Key Presses
150 Updating Parameters on Animator Controllers
151 Applying an Avatar Definition
152 Preparing the Animator Controller
153 Adding a Blend Tree
154 Grabbing Components in Child Objects
155 Checking the Callback Action
156 Updating the Animator Speed
157 Smoothening the Animator Speed
158 Exercise: Using Constants for Animator Parameters
159 Looping Animations from Models
160 Adding Animation to Enemies
161 Updating the Movement Speed of Enemies
162 Custom Clamping
163 Custom Tags
164 Exercise: Imposter Syndrome
165 Trigger Parameters
166 Setting a Trigger
167 Custom Animation Events
168 Bubbling Events
169 Empty Lambda Expressions
170 Capturing Bubbled Events
171 The Event Keyword
172 Preventing the Excessive Attacks
173 Removing Event Handlers
174 Exercise: Custom Hit Bubble Event
175 Understanding Arrays
176 Box Ray Casts
177 Looping through Arrays
178 Refining the Results
179 Reducing Health Points
180 Stopping the Enemies Animation
181 Attacking the Player
182 Looking at the Player
183 Canceling the Attack
184 Adding a Defeat Animation
185 Handling the Player’s Defeat
186 Exercise: Tracking a Character’s Defeated State
187 Destroying Game Objects
188 Checking the Player is Alive
189 Handling the Enemy’s Defeat
190 Creating a Custom Scene
191 Creating a UI Document
192 Using a Visual Element
193 Adding Text
194 Unity Stylesheets
195 Exercise: Extracting Text Styles
196 Custom Fonts
197 Centering Elements
198 Adding Buttons
199 Adding an Image
200 UI Document Game Object
201 Exercise: Binding UI Actions
202 UI Base State
203 Main Menu State
204 Retrieving the Root Visual Element
205 Understanding Lists
206 Querying a List of Buttons
207 Exercise: Handling Interaction Events
208 Handling the Selection
209 UI Navigation
210 Ternary Operator
211 Toggling Classes
212 Scene Transition
213 Creating the Player Info UI
214 Loading the UI in Another Scene
215 Toggling the UI’s Display
216 Observer Pattern
217 Creating an Event Manager
218 Null Conditional Operator
219 Sending Data with Events
220 Updating the Health Label
221 Healing the Player
222 Exercise: Updating the Potion Count UI
223 Adding a Canvas
224 Adding the Health Bar Image
225 Slider Component
226 Dynamically Updating the Slider
227 Adding the Health Bar to the Enemy
228 Creating a Billboard
229 Installing Ink
230 Writing a Story
231 Exercise: Adding More Knots
232 Adding Multiple Choice
233 Adding the NPC
234 Toggling a Dialogue Icon
235 Handling NPC Interaction
236 Loading a Story
237 Creating the Dialogue UI
238 Dialogue UI State
239 Exercise: Entering the Dialogue State
240 Type Casting
241 Displaying a Story’s Text
242 Switching Action Maps
243 Continuing the Story
244 Checking Story Choices
245 Clearing Lists
246 Looping through Lists with the ForEach Method
247 Dynamically Creating Elements
248 Setting the Active Choice
249 Selecting a Choice
250 Exiting the Dialogue
251 Fixing a Few Bugs
252 Creating a Quest Item UI
253 Preparing the Quest Item State
254 Exercise: Entering the Quest Item State
255 Using Scriptable Objects for Quest Items
256 Adding Tooltips
257 Updating the UI Label
258 Pausing Enemy Attacks
259 Storing the Quest Item
260 Displaying the Quest Item
261 Configuring the NPC’s Quest Item
262 Binding External Functions
263 Passing on the NPC
264 Initiating the Quest Item Verification
265 Checking the Player’s Inventory
266 Story Variables and Conditional Statements
267 Manually Diverting Stories
268 Creating a Reward Scriptable Object
269 Understanding Enums
270 Creating an Enum
271 Creating a Reward Component
272 Sending the Reward
273 Applying Rewards
274 Adding the Weapon’s Model
275 Setting Active Game Objects
276 Creating the Dungeon Scene
277 Finishing the Dungeon Scene
278 Creating a Portal
279 Setting the Spawn Point
280 Detecting the Player with Triggers
281 Teleporting to the Next Scene
282 Adding a Portal Event
283 Understanding PlayerPrefs
284 Using PlayerPrefs
285 Checking for Saved Data
286 Retrieving Saved Data
287 Dynamically Adding a New Button
288 Loading the Correct Scene
289 Deleting PlayerPrefs
290 Warping an Agent
291 Creating Enemy IDs
292 Converting an Array to a List
293 Checking for Defeated Enemies
294 Joining Strings
295 Splitting Strings
296 Fixing the List
297 Despawning Enemies
298 Saving the Player’s Quest Items
299 Checking for Quest Items
300 Stopping the Quest Item State
301 Checking the NPCs for Quest Items
302 Updating NPCs with Quest Items
303 Camera Priority
304 Adding Virtual Cameras
305 Creating a Sequence
306 Camera Dolly
307 Animating the Camera Dolly
308 Creating a Cinematic Trigger
309 Playing Sequences
310 Playable Director Events
311 Stopping Player Movement
312 Toggling Booleans
313 Adding the Enemy Boss
314 Exercise: Creating a Cutscene
315 Custom Awake Behavior
316 Audio Components
317 Finding Audio
318 Adding an Audio Clip
319 Playing an Audio Clip
320 Attack Sound Effect
321 Attack Audio Event
322 Treasure Chest Sound Effect
323 Exercise: Reward Sound Effect
324 Creating a Victor/Game Over UI
325 Displaying the Victor/Game Over UI
326 Storing Audio Clips
327 Playing Audio for Game Completion
328 Looping Audio
329 Understanding Enumerators
330 Using IEnumerator
331 Fading Out Audio
332 Adding Weapons to Enemies
333 Adding Pause States
334 Toggling Pause Statess
335 Preventing the Player from Pausing
336 Setting the Time Scale
337 Adding a Dirt Path
338 Updating our Maps
339 Baking the Navigation Mesh
340 Adding an Ocean Plane
341 Updating the Main Menu Scene
342 Rotating the Camera Around a Point
343 Skyboxes
344 Supporting Additional Input Devices
345 WebGL Builds
346 Publishing to Itch.io
347 Thank You!

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