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Complete C# Unity Game Developer 3D (2017-2019) Online Course
First Steps - Getting Setup
Why You Should Buy This Course (1:26)
Get Unity & Visual Studio Downloading (8:05)
How To Use This Course (12:12)
Introducing Unity (15:29)
The Wonder Of Prefabs (12:50)
Introducing Visual Studio (12:56)
Check Your Understanding 1.1
Instructor Hangout 1.1 (7:32)
Section 1 Conclusion (1:28)
Fixing Visual Studio Problems (4:47)
Terminal Hacker - Basic C#
Welcome To Section 2 (0:59)
Terminal Hacker Game Design (5:11)
Import WM2000 Terminal Asset (9:28)
Using Our Terminal.WriteLine() (8:40)
Your First Function (7:10)
Introducing Variables (7:58)
Functions With Variable Parameters (5:37)
Messages Are Special Functions (7:32)
C# Operators & Expressions (7:12)
Conditional Program Flow Using if (7:09)
Check Your Understanding 2.1
Instructor Hangout 2.1 (10:08)
We’re About To Pick-Up Pace (5:26)
Member Variables To Hold State (9:22)
Enumerating Our Game States (11:17)
Refactoring Our Code (8:48)
Your First Solo (12:36)
Arrays Of Variables (6:35)
switch vs if (11:24)
Introducing Random Behaviour (10:31)
Creating A Win Screen (9:20)
Section 2 Integration Challenge (13:44)
Instructor Hangout 2.2 (10:46)
Check Your Understanding 2.2
Share Online & Play Test (9:21)
Feedback & Bug Fixes (4:53)
Section 2 Wrap-Up (1:50)
What Now?
Project Boost - Basic Unity
Welcome To Section 3 (2:01)
Project Boost Game Design (5:47)
Onion Design (5:31)
SourceTree Differences on Mac
Introducing Version Control (11:04)
Add Unity .gitignore Easily (10:55)
The Origin Of Our World (10:25)
Placeholder Art From Primitives (12:48)
Basic Input Binding (11:44)
Physics and Rigidbodies (10:05)
Coordinate System Handedness (4:34)
Using Time.deltaTime (8:58)
Check Your Understanding 3.1
Instructor Hangout 3.1 (11:45)
Adding A Touch Of Audio (13:52)
Resolving Movement Bugs (8:53)
Using SerializeField vs public (11:52)
Tagging Game Objects As Friendly (10:39)
Basic Level Design (8:59)
Design Levers And Tuning (8:28)
Making A Second Level (9:39)
Prefabs In Detail (8:33)
Level Loading & Scene Management (9:35)
Invoke() As A Coroutine Warm-up (13:43)
Check Your Understanding 3.2
Instructor Hangout 3.2 (12:16)
Playing Multiple Audio Clips (12:06)
Introducing Particle Effects (12:38)
Moving Platform Pattern (10:19)
Mathf.Sin() For Movement Cycles (11:49)
Protecting Against NaN (5:49)
Organise Your Assets (12:22)
Light Your Scene (9:59)
Nested Prefab Joy (8:57)
Make Game Moments (12:01)
Debug Keys & Builds (11:06)
Check Your Understanding 3.3
Instructor Hangout 3.3 (9:52)
Looping Through Levels (10:44)
Sharing With Teaser Video (12:54)
Spit & Polish (16:58)
Section 3 Wrap-Up (1:13)
Argon Assault - Rails Shooter
Welcome To Section 4 (1:12)
Argon Assault Game Design (8:35)
Update Unity & Create Project (4:01)
Create Terrain (8:29)
Terrain & Later Unity Versions (4:18)
Texture The Terrain (11:41)
Add A Skybox (7:15)
Add Player Ship (8:08)
Setup A Splash Screen (6:45)
Playing Music Between Scenes (7:16)
Unity’s Waypoint Utility Scripts (9:42)
Check Your Understanding 4.1
Instructor Hangout 4.1 (6:46)
Using Cross Platform Input (12:06)
Input Sensitivity & Gravity (11:09)
Mathf.Clamp() To Restrict Movement (7:59)
Understanding Roll, Pitch & Yaw (7:22)
How To Set Local Rotation (10:19)
Rotate Ship With Position & Throw (12:15)
Time To Tweak And Tune (11:40)
Create Bullet Particles (13:09)
Explosion Particles & SFX (12:50)
Dodge And Shoot (10:51)
Check Your Understanding 4.2
Instructor Hangout 4.2 (19:11)
Project Tidying Checklist (9:48)
Triggers & Collisions In Unity (13:08)
SendMessage() Between Components (12:12)
Enable A Gameobject From C# (9:42)
Singleton Pattern Without Statics (6:54)
Detecting Particle Collisions (6:31)
Making Scripts Add Components (9:14)
Instantiating At Runtime (11:51)
Add Simple Score UI (9:12)
A ScoreBoard Class (11:56)
Check Your Understanding 4.3
Instructor Hangout 4.3 (15:03)
Introducing Encapsulation (11:52)
Back-pedalling With Version Control (10:32)
Iterating With foreach (8:06)
Enemy Health System (8:19)
Level Design Beat Chart (9:58)
Level Design Iteration (9:22)
Introduction To Unity Timeline (9:15)
Unity Timeline For Player Path (12:20)
Unity Timeline Enemy Waves (11:00)
Adding Flavour With Timeline (10:01)
Stop Particle Emission In C# (10:50)
Visual Polish (11:57)
Check Your Understanding 4.4
Section 4 Wrap-Up (1:42)
Realm Rush - Tower Defence
Welcome To Section 5 (3:10)
Realm Rush Game Design (5:38)
Limitations Of Unity Pathfinding (6:51)
Z-Fighting And Quads (11:30)
[ExecuteInEditMode] Attribute (14:17)
Using Text Mesh For Labels (16:30)
C-Sharp Lists For Custom Path (12:21)
Introducing Coroutines (13:47)
Types Of Pathfinding (9:42)
The Path Ahead (3:36)
Instance Variables And Constants (15:34)
The Dictionary Data Structure (12:20)
Check Your Understanding 5.1
Finding Game Objects By Name (11:26)
Explore Thy Neighbour (13:42)
Breadth First Search Algorithm (11:24)
Introducing C# Queues (12:28)
Running Manual Tests (11:53)
A Breadcrumb Trail (11:30)
Reversing A List (15:08)
Adding Production Assets (12:49)
Tower LookAt Enemy (6:17)
MagicaVoxel Bonus Content (4:40)
Check Your Understanding 5.2
Another Solo Challenge (3:04)
Make Tower Shoot (11:43)
Enemy HitPoints (3:38)
Check For Distance (10:32)
Subtleties Of Spawning (10:32)
Revise Coroutines & Much More (15:25)
Target Closest Enemy (13:57)
Detecting Mouse In 3D (10:44)
Conditional Instantiation (14:48)
Check Your Understanding 5.3
Bloom’s Taxonomy (7:23)
Particles & Algorithm Improvements (15:54)
Circular Or Ring Buffers (8:54)
Implementing A Ring Buffer (13:07)
Revising C# Queues (14:01)
How To Destroy Particles (13:00)
Complete Game Loop (9:18)
Health For Base (8:03)
Display Health & Score (11:53)
Unity Post Processing Stack (8:08)
Hook Up SFX (11:35)
PlayClipAtPoint() For SFX (13:26)
Tune Your Game Moment (12:46)
Check Your Understanding 5.4
Section 5 Wrap Up (6:58)
Zombie Runner - First Person Shooter
Welcome To Zombie Runner (4:16)
Zombie Runner Game Design (3:44)
Warning: Unity Standard Assets Depreciated
Adding First Person Controller (4:56)
Make A Prototyping Sandbox (6:27)
Using NavMeshAgent For AI (9:58)
Getting Stuck & Jittering (5:21)
Enemy AI - Chase Range (7:25)
Quiz - Zombie Runner #1
Using OnDrawGizmosSelected() (4:05)
Enemy AI - Attack If Provoked (10:15)
Give That Player A Gun (7:03)
Introduction To Raycasting (8:07)
Enemy Health & Damage (8:35)
Implement A Muzzle Flash (6:57)
Creating Shooting Hit Effect (9:05)
Introduction To Animator Controller (8:08)
Creating A Simple Animation (6:51)
Animator Transition Conditions (4:18)
Quiz - Zombie Runner #2
Trigger Animation In Code (12:13)
Use Animation Events (6:58)
Create Player Health Class (8:26)
Rotate To Face Target (7:36)
Game Over User Interface (13:16)
Create A Death Handler (6:50)
Using BroadcastMessage (7:17)
Early Gameplay Loop (5:47)
Weapon System Overview (4:09)
Weapon Zoom - Field Of View (7:51)
Quiz - Zombie Runner #3
Weapon Zoom - Mouse Sensitivity (5:33)
Basic Ammo Functionality (6:38)
Multiple Weapon Types (12:09)
Weapon Differentiation (13:19)
Set Active Weapon (8:05)
Player Input To Select Weapon (10:22)
Public Enum & Private Class (13:04)
Different Weapon Different Ammo (7:54)
Quick Bug Fix Challenge (4:11)
Ammo Pickup - Part 1 (6:27)
Ammo Pickup - Part 2 (13:13)
Quiz - Zombie Runner #4
Let's Add A Zombie (14:46)
Quick Zombie Attack Challenge (3:18)
Flex Your Level Design Muscles (9:51)
Add Terrain & Trees (12:30)
ProBuilder For Making Props (15:05)
ProBuilder To Make Rooms (11:53)
ProBuilder To Make Levels (8:36)
Adding Textures With ProBuilder (8:49)
We Need Some Lights (10:09)
Create A FlashLight (9:36)
Create A Battery Pickup (13:02)
Quiz - Zombie Runner #5
Display Current Ammo UI (8:41)
Damage Received UI (11:46)
Props & Polish (6:35)
Extras
All Downloads
Conditional Program Flow Using if
How important being able to "branch" is.
The syntax (structure) of an
if
statement.
Giving our player control over the menu system.
if-else (C# Reference) - Microsoft Docs
Concept On Syllabus
Complete and continue