
This course includes our updated coding exercises so you can practice your skills as you learn.
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Explore the Unity engine interface, learn navigation and basic tools, work with cubes and spheres, adjust color and transparency, and understand downloading, the personal version, and building for stores.
Create and explore a new Unity project named exploring unity, learn the scene and hierarchy windows, and configure a main camera, directional light, and basic components in the Unity editor.
Explore how the transform component controls position, rotation, and scale across the x, y, and z axes, using gizmos to move and resize a cube.
Explore Unity materials and shaders by creating and assigning materials to 3D objects, adjusting color, transparency, and rendering settings to control shadows, lighting, and realism.
Explore how different light types—directional, point, and spotlight—affect shadows, range, and color in Unity, and learn to adjust ambient intensity and rotation to achieve realism.
Explore Unity particle systems, create, place, and tune particles with properties like lifetime, start delay, speed, gravity, color, and simulation space (local or world) to craft dynamic effects.
Add a rigidbody to the cube to apply physics, enabling gravity, collisions, and rotation in Unity’s scene. Tweak the particle system and scene setup for a mobile VR simulation.
Explore the Unity asset store to swap basic scene assets with polished 3D models, skyboxes, animations, and shaders, then import them into your project.
Learn the basics of C# coding, including variables, methods, conditionals, and loops, to build Unity games for mobile VR and AI applications.
Create a Unity project, add a cube with an orange material, and expose variables size modifier float, new name string, and is rotated bool in a C# script.
Explore how methods work in Unity: declare start and update, pass parameters, return values, and call methods to modify game objects like cube size and name.
Learn to use if blocks in Unity C# to perform conditional logic, compare numbers and strings, and drive gameplay decisions, including rotating a cube when a boolean is true.
Create and instantiate multiple cube prefabs in unity using for and while loops, control cube count and random positions with a game controller script.
Explore basic input systems in Unity to listen for keypresses for left, right, forward, and space to jump, and switch camera views with the mouse, including chase and top perspectives.
Explore how to set up a Unity project, build a game controller, and implement input handling with get key and get key down to trigger actions.
Create a player cube, assign a material, and attach a script that moves the player left and right using transform.position, a public speed variable, and Time.deltaTime.
Apply Unity physics to implement jumping with a Rigidbody, using AddForce on space press, gravity, and a floor collision check to allow a single jump per ground contact.
In Unity, move and rotate a player in a virtual reality scene using transform, forward direction, and rotate around, with Time.deltaTime for smooth movement.
Cycle through four Unity cameras using a game controller, enabling one at a time, adjusting positions, and creating a chase camera that looks at the player.
Master prefabs in unity by learning to reuse a single asset to create multiple enemies, bullets, and effects, tune gameplay, and adjust replication through copying.
Create a Unity scene with floor and wall, set up a bullet with rigid body physics, convert it to a prefab, and shoot it from a player script on click.
Apply random variations to bullet angles in Unity by instantiating prefabs, normalizing directions, adjusting shooting direction with a public vector3, and destroying bullets after a three-second lifetime.
Learn to implement explosion effects in Unity by creating an explosion object, spawning colored particle cubes with rigidbodies, applying random directional force, and managing prefab instantiation and lifetime.
Learn to trigger explosion effects in Unity by detecting bullet collisions, tagging surfaces with trigger explosion, and instantiating explosion prefabs at the bullet's position.
Explore a star pathfinding algorithm in Unity to guide a tank across tiles, collecting crates, and learn concepts applicable across platforms and languages like C#, C++, and Javascript.
Discover why the a-star algorithm matters for pathfinding and ai in games, and how understanding it under the hood benefits future work beyond unity.
Open Unity and create a simple 3-D project, organize a project folder with assets, scenes, and scripts, then add a star with an a-star script.
Create a node class for A-star pathfinding in Unity, storing x and y, g, h, f costs, a parent, and a value enum; link nodes on map to form paths.
Build a simple 6 by 6 string map with walls, start and goal, parse it into a bi-dimensional node map, and prepare an a-star pathfinding demonstration.
Implement the a-star algorithm by building a node path from start to goal using open and closed lists. Visualize the path on the map and return the node path.
Demonstrates implementing the A* algorithm loop by selecting the best open list candidate using f, g, and h values, exploring neighbors, and building the path.
Implement the get neighbor nodes method for an a-star pathfinding algorithm, collecting valid left, right, up, and down neighbors and preparing to build the path via parent pointers.
Finish implementing a-star pathfinding in Unity by visualizing the node path on the map, and adjusting g and f scores to ensure the shortest path, even with walls.
Import the A-star assets into a Unity 2d project, slice the sprite sheet into tiles, set up a background tile grid, and configure sorting layers and a 2d camera.
Transform a background tile into a prefab, apply updates to all instances, build a navigable tile grid with colliders, and prepare the player and target for the next lesson.
Convert the a-star pathfinding from console to a visual map by linking tiles to nodes and using dynamic map width and height, preparing start and goal nodes.
Set the start and goal nodes for pathfinding, adjust candidate validation, and configure sprites, colliders, and scene objects while binding the player and enemy to the A-star script.
Cast a circle and use Physics2D.OverlapCircleAll to gather colliders, identifying the tile the player stands on. Then find the corresponding node by inspecting each collider’s Neph tile component.
Implement a star-based pathfinding flow in Unity by defining neighbors, validating candidates, and computing a node path from the enemy to the player, then moving the player along the path.
Learn how to implement A-star pathfinding on navigable tiles in Unity by updating nav tile properties, computing neighbors, and visualizing the tank's path to an enemy.
Set up a movable object in Unity to guide a tank along a path of nodes, moving toward each target node at a steady speed.
Learn to implement smooth player rotation in Unity using angle calculations, direction, and quaternion interpolation with delta time for fluid tank-like turning.
Implement a star pathfinding system for a tank by clicking tiles to move, converting mouse clicks from screen to world space, and using recast to select navigable tiles in Unity.
Speed up player movement in Unity by tuning to 0.1 units, preventing node overshoot and enabling smooth movement between nodes to collect crates and green barrels for score and health.
Create a timer-based spawning system where items appear more frequently over time, controlled by a scene controller, adjusting the spawn interval from maximum to minimum via difficulty.
Turn crates into sprites and prefab assets, then spawn multiple crates in a scene using a scene controller, instantiate with position, rotation, and a crate container.
Spawn crates on valid, navigable tiles by querying the background tile container, selecting random navigable tiles, and building a reusable navigable tile list for efficient placement in Unity.
Learn to use 2d box colliders with is trigger, add rigidbody to the player, tag crates, detect collisions, destroy crates on collection, and implement a crate lifetime timer in Unity.
Implement an event-driven score system in Unity by wiring a player delegate to an on-collect event, notifying the game scene controller to update the score when a crate is collected.
Build a responsive Unity game interface with a canvas and event system, adding a top-left score text and scaling UI with screen size using a full HD reference resolution.
Organize the game flow by using start, gameplay, and game over ui groups, then bind a start button to an on play method to begin collecting crates and tracking score.
Implement a Unity game over sequence using a game over group, a play flag, and a duration check; show the final score and replay by reloading the scene.
Learn to implement a Unity high score system. Display current high score in the bottom-right, save scores with PlayerPrefs, and show a new high score notification after game over.
Connect an audio source for collect sounds and looping background music, disable play on awake, and wire them to a scene controller to play on item collection.
Learn to implement a star algorithm from strings and characters, evolving it into a game. Design levels with grass and sand to alter costs and compare two paths.
Learn to build virtual reality games from scratch in Unity, using C# and Blender to model games, design VR interfaces, and develop complete projects from start to finish.
Preview Unity VR games and explore mobile VR and virtual reality concepts in Unity. Learn how artificial intelligence integrates into Unity to enhance VR gameplay.
Learn virtual reality basics in Unity by building a scene where looking at a button on Google Cardboard or touch screen opens the castle, defeats enemies, and restarts the game.
Create a new Unity project and set up cameras for left and right eyes. Import Google VR for Unity and use gaze-based raycasting with a button to open doors.
Build a castle scene in Unity with primitive 3D models, floor and walls, and door; position, scale, and duplicate pieces, then connect a button to lower the door for walk-through.
Develop a simple Unity door system by scripting a door with a target position, using Vector3 and lerp in update to lower or raise it via a door button.
Move the player to the castle using a target position, speed, and delta time, spawn enemies, and shoot them with a cardboard button or space bar to destroy them.
Explore two VR interface styles in Unity: world-anchored 3D text and camera-following text, set up readable UI such as Infotech, and implement enemy tracking with restart on victory.
Learn to set up Unity VR in Unity 5.6+ with Google Cardboard package, enable virtual reality support, import the GVR editor emulator prefab, and test ray casting in the editor.
"I learned a lot with this course. It gives you a step by step guide to game design. If you have an idea on a game that you want to create, this course has many different games which provide you with practical knowledge and experience in coding." - Jessica O.
Learn to make mini games in this epic course, using Google Cardboard mobile VR and A Star algorithms for Unity. You'll also learn to make 3D art in Blender.
A wildly successful Kickstarter funded this course
First you will learn how to make a game that uses the A Star pathfinding algorithm. You will learn how to use the A Star algorithm to make a 2D game in Unity 2017.3. A Super Tank on a maze will find the best way to go to a point you click. The tank will collect objects along its path.
A* is also important to avoid dangers like a cliff while getting to a destination. As well - suppose a game's level has two paths. You can program your artificial intelligence player to think on its own. It can choose a better path to avoid monsters and other obstacles.
Our two very talented instructors, Kevin Liao and Glauco Pires, explain everything from a basic, beginner level. That means, you don't have to have any prior coding or digital art experience to succeed here.
For each VR game, Glauco Pires will take you through the process of coding the game in Unity® 5.4.3f1 from scratch.
Kevin Liao will teach you how to create all the artistic elements you will need to complete the game. For 3D modeling you will learn to use the amazing free program Blender.
We really hope you decide to purchase this course and take your knowledge to the next level!