
Discover ten common Unity challenges and master features to optimize cameras, manage persistent game objects, optimize assets, load images on the fly, and generate geometry from code.
Discover how to control rendering order in Unity using multiple cameras, depth values, and clear flags to display overlays like UI, HUDs, and mini maps on top of the scene.
Learn how to persist player data and purchases between town and dungeon levels in Unity by using the don't destroy on load approach and the singleton pattern to prevent duplicates.
Explore dynamic lists and dictionaries in Unity by creating and populating a List<string> to grow at runtime, and a Dictionary<string,int> to map players to ammo counts.
Harness coroutines and yield in Unity to animate cubes over time, revealing them sequentially via a time interval and the start and end code routine.
Dynamically load external images from the hard drive at runtime to cycle textures in the game viewport, using a script attached to a game object and the Unity WWW class.
Export Maya assets with history cleared, transforms frozen, and low triangle counts; share textures via atlas with minimal UV seams to optimize Unity imports and batching.
Learn two ways to detect clicks in Unity: an on mouse down script with a collider, and camera-based raycasting to pick objects.
Learn how to import alpha textures into Unity by using pre-made Photoshop actions to create alpha channels, applying a nondestructive workflow, and using a transparent cutout material for pixel-perfect transparency.
Learn procedural geometry in Unity by building an editor plugin that generates a quad mesh from code and saves it as a mesh asset for a game object.
Explore how to use game objects as pivot points and dynamic parents to group, rotate, and broadcast actions to multiple children, including creating helpers and using broadcast messages.
In this course, Alan Thorn takes us through some great tips and tricks you need to know when working with Unity! We'll look at all sorts of handy features inside this powerful Engine to help accelerate your workflow, and really power your work inside of Unity!
(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 game developer, author and educator with 15 years industry experience. He makes games for PC desktop, Mobile and VR. He founded 'Wax Lyrical Games' and created the award-winning game 'Baron Wittard: Nemesis of Ragnarok', working as designer, programmer and artist. He has written sixteen technical books on game development and presented ten video training courses, covering game-play programming, Unity development, and 3D modelling. He has worked in game development education as a visiting lecturer for the 'National Film and Television School', as a Lead Teacher for 'Uppingham School', and is currently a Senior Lecturer at 'Teesside University' where he helps students develop the skills needed for their ideal role in the games industry.