
Set up a placeholder testing scene in unity with a plane, materials, and adjusted lighting. Prototype movement using a capsule player, cubes as platforms, and a camera to test movement.
Learn to implement player movement in a 3D Unity game using a character controller, horizontal and vertical inputs, Vector3 moveDirection, and delta time for smooth motion.
Improve player movement by computing the actual movement vector from input and orientation, using transform.forward and transform.right, then normalize and apply move speed with the character controller.
Fix infinite jumping by using a ground check with raycast to only allow jumps when grounded. Implement a ground layer, ground check object, and isOnGround boolean to control jump input.
Create a robust camera system in Unity with a separate camera point, mouse-driven horizontal and vertical rotation, vertical clamp, optional invert look, and late update synchronization with the player.
Create a first-person camera by making the main camera a child of the player, aligning rotation, and centering it in the capsule. Prepare for shooting mechanics in the next section.
Attach a bullets script to the player bullet prefab, rotate the fire position 180 degrees, launch by setting rigidbody velocity forward, and destroy after two seconds using the awake function.
Set a shooting cooldown by introducing a time between shots and a can shoot flag, using a coroutine to enforce delays between each fire.
Implement a dragon enemy controller that detects the player within a defined range using distance calculations and a boolean animator parameter to toggle running and idle animations.
Build an enemy health system in Unity with public health variables, a take damage function, and destroy on zero health, while bullets call damage via the enemy controller instance.
Add a death animation to the enemy by selecting a die clip, triggering dead when health <= zero from any state, and destroying the dragon after two seconds.
Learn to set up a player health system in Unity, initialize max health, apply damage on trigger collisions, and deactivate the player when health reaches zero.
build a health bar in Unity using a border image and a fill slider inside a canvas anchored to the top-left, with full hd resolution and scale with screen size.
Connect the health bar UI to the health system in Unity by linking the slider's max value and value to the current health, using public setMaxHealth and setHealth methods.
Learn to add multiple weapons, such as rifle and pistol, using prefabs, proper positioning, and a C# script to switch weapons with the mouse scroll wheel, activating and deactivating guns.
Learn to implement a simple ammo system in Unity for a 3D fps: set max ammo, track remaining ammo, decrement on each shot, and prevent shooting at zero.
Add a bottom-left ammo text to the Unity canvas and update it in real time from the UI controller and shooting script to show remaining ammo.
Replace bullets with actual bullet prefabs by unpacking, adjusting orientation, adding a convex mesh collider and rigidbody, disabling gravity, and updating the player shooting script.
Attach a muzzle flash prefab at the fire point, adjust its position and rotation, and activate it with a simple shooting script using a particle system for rifle and pistol.
Fix bullet behavior by destroying bullets on any collision; disable the nav mesh agent when the enemy dies to stop it; reduce time between shots to 0.15 seconds.
Design the game environment in Unity by using assets from the Asset Store, unpacking and arranging prefab components, and organizing walls, doors, and ground layers into a cohesive modular dungeon.
Learn to configure skyboxes in Unity by swapping default skies with stylized or space skybox materials from the asset store, and refine lighting using directional, point, and spotlight controls.
Learn to apply textures and materials in Unity by creating new materials, assigning albedo textures, and adjusting tiling to customize ground and wall appearances.
Create menu buttons in Unity by wiring on click events to start, quit, and credits, using scene names and scene manager to load level one and credits.
Create a Unity credits scene with a black background, scrolling white text, and a bottom-to-top animation, then use a C# coroutine to load the main menu after playback.
Add a pause menu singleton and guard inputs with is paused. Wrap movement and shooting in the paused check to disable actions.
Set up background music with an audio manager and organize sounds using a Unity audio mixer. Group sound effects and music, route outputs, and trigger SFX by index.
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Level design principles and techniques
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