
This video will introduce the course. By the end of this lecture you will have an understanding of the project we will build in the course as well as the learning objectives.
This video will introduce Section 2: Downloading and Installing Unity. By the end of this lecture you will have an overview of what we will do in this section and an understanding of this section's learning objectives.
In this video we will go through the process of downloading and installing Unity Hub. By the end of this lecture you will have Unity Hub on your computer and be ready to download Unity in the next lecture.
In this video we will download Unity. By the end of this lecture you will have Unity up-and-running on your computer and be ready to start building our game project in it.
In this video we will create the Unity project. I will walk you step by step through the process of creating a new project in Unity.
In this video we will go over some basic UI and navigation of the Unity Editor. By the end of this lecture you will be familiar with Unity's interface and understand how to navigate the basics of this powerful game engine.
In this video we will look at an overview of the project we are going to create in this course. By the end of this lecture you will understand the game mechanics we are going to implement and be ready to jump into developing the game.
In this video we will import the art assets for the project we are going to create in this course into Unity. We will also optimize the 2D graphics and learn about some import settings we can use when working with 2D images in Unity.
This video will summarize and wrap-up Section 2: Downloading and Installing Unity. By the end of this lecture you will be ready to smoothly transition into the next section of the course.
This video will introduce Section 3: Building a Car in Unity. By the end of this lecture you will have an overview of what we will do in this section and an understanding of this section's learning objectives.
In this video we will go over the physics components that Unity gives us to build a car for a racing video game. By the end of this lecture you will have hands-on experience creating a vehicle in Unity.
In this video we will write the C# code logic that allows the player to drive the car using the keyboard. By the end of this lecture you will understand how to create vehicle controller script that allows the user to drive the car using the arrow keys on the keyboard.
In this video we will combine the car game object with the C# code we wrote in the last lecture to get it to realistically drive on a racetrack. By the end of this lecture we will have proof of a fully drive-able car that realistically moves over the 3D level.
This video will summarize and wrap-up Section 3: Building a Car in Unity. By the end of this lecture you will be ready to smoothly transition into the next section of the course.
This video will introduce Section 4: Creating the Other Cars. By the end of this lecture you will have an overview of what we will do in this section and an understanding of this section's learning objectives.
In this video we will assemble Car #2. By the end of this lecture we will have a second working car for the game.
In this video we will assemble Car #3. By the end of this lecture we will have a third drive-able car for our game.
In this video we will assemble Car #4. By the end of this lecture we will have a fourth working car for our game.
In this video we will assemble Car #5. By the end of this lecture we will have a fifth working car for our game.
This video will summarize and wrap-up Section Section 4: Creating the Other Cars. By the end of this lecture you will be ready to smoothly transition into the next section of the course.
This video will introduce Section 5: Assembling Racetracks. By the end of this lecture you will have an overview of what we will do in this section and an understanding of this section's learning objectives.
In this video we will build Track #1 for our game. By the end of this lecture we will have a full level complete for our game.
In this video we will build Track #2 for our game. By the end of this lecture we will have a second full level complete for our game.
This video will summarize and wrap-up Section 5: Assembling Racetracks. By the end of this lecture you will be ready to smoothly transition into the next section of the course.
This video will introduce Section 6: Designing the UI. By the end of this lecture you will have an overview of what we will do in this section and an understanding of this section's learning objectives.
In this video we will create the start screen for our game. By the end of this lecture we will have a fully functioning start screen.
In this video we will create the main menu for our game. By the end of this lecture you will understand how to use Unity's UI system and have a functioning main menu for your Car Racing game.
In this video we will create the pause menu for our game. By the end of this lecture you will understand how to use Unity's UI system and write the C# logic for in-game pause menus.
In this video we will learn how to build a mini-map for our game. By the end of this lecture you will understand how to build mini maps in Unity.
In this video we will add the MPH text that will show how fast the car is going. By the end of this lecture you will understand how to work with Text Mesh Pro text in Unity and set the value of text programatically.
In this video we will write C# code that will time the user as they drive around the track and display various time stats to the screen. By the end of this video you will understand how to write timer logic and display it to the screen in Unity.
In this video we will create the UI to show the lap that the player is on and also the place that the user is currently in. By the end of this lecture you will understand some tips and tricks for formatting and displaying text to the screen in Unity.
In this video we will create the screen where the user will be able to select the track that they will race on. By the end of this lecture you will understand how to build screens that allow the user to select a game level to race on.
In this video we will create the car garage screen, where the user will select the car they will drive around the track with. By the end of this lecture you will have a fully functioning car garage screen.
This video will summarize and wrap-up Section 6: Designing the UI. By the end of this lecture you will be ready to smoothly transition into the next section of the course.
This video will introduce Section 7: Developing the Enemy AI. By the end of this lecture you will have an overview of what we will do in this section and an understanding of this section's learning objectives.
In this video we will lay out the waypoints that will form the paths that the enemy cars will move on. By the end of this lecture you will understand what waypoints are and how to work with them in Unity.
In this video we will write the C# code logic that allows the enemy AI to drive around the track. By the end of this lecture you will understand how to write C# code that allows AI cars to drive around a racetrack.
In this video we will test the AI logic that we coded in the last lecture. By the end of this video we will have fully working AI cars.
This video will summarize and wrap-up Section 7: Developing the Enemy AI. By the end of this lecture you will be ready to smoothly transition into the next section of the course.
This video will introduce Section 8: Race Logic. By the end of this lecture you will have an overview of what we will do in this section and an understanding of this section's learning objectives.
In this video we will write the C# code for the lap logic. By the end of this lecture you will understand how to write code that determines what lap around the track the player car is currently on.
In this video we will write the C# code for the place logic. By the end of this lecture you will understand how to write code that determines what place the user is currently in.
In this video we will write the C# code for the results logic. By the end of this lecture you will understand how to write code that determines the results of the race and displays them to the player.
This video will summarize and wrap-up Section 8: Race Logic. By the end of this lecture you will be ready to smoothly transition into the next section of the course.
In this video we will finish the game.
In this video we will play through the final version of the game that we created in this course.
This video will recap and summarize what we learned in the course. Congratulations on completing the course!
This course will walk you through building an entire video game hands-on, and will take you step-by-step through the game development process.
Did you grow up playing car racing games like Need For Speed and Gran Turismo? Do you want to learn how to build car racing games in Unity using C# code? Growing up, racing games always fascinated me. I was intrigued by how the in-game physics was so realistic and how they simulated driving in the game so accurately. Now, I make games professionally for a living and have a deep understanding of what goes into making all types of games, including car racing games.
This course is meant to teach you how to build a full racing game in Unity, even if you are a beginner or have never used Unity before. By the end of this course, you will have a full car racing game and you built in Unity from the ground up. We will add 5 playable cars to the game, each of which will have their own visuals, speed, acceleration, and handling.
As we build this course, you are going to gain a wealth of knowledge in the different areas of the Unity game engine. Some of the core game development techniques this course will teach you are:
Working with Unity's Physics system and understanding how to use components like Wheel Colliders and Rigidbodies to simulate vehicle movement and interaction with the environment.
Using C# logic to get enemy AI cars driving around the track and competing against the player in races.
Utilizing Unity's UI system to build mini-maps and other racing heads up displays such as MPH and car stats.
Writing reusable code that can be applied to several different sections of the game. Object-oriented C# scripting techniques for writing clean, reusable code.
Assemble AAA quality racing environments hands-on as we build levels using Unity game assets.
Learn about the different UI components and how they can be used together to build in-game menus and selection screens that efficiently and intuitively respond to user input.
Turn your ideas into code using C# with Unity and build up a set of skills that you can use to build other car racing games and showcase them in your portfolio.
By the end of this course, you will have a full game project you developed from the ground up! You will also have some more C# tips and tricks that you can add to your arsenal. If you want to learn game development or are aspiring to build a career in the game industry, then this course is for you!