
Access the questions and answers under the video, select the current class to avoid confusion, and expect quick responses as the page refreshes frequently.
Learn to set up Unity with Unity Hub, manage versions, create projects, and navigate core windows like hierarchy, scene, inspector, and console while understanding orthographic versus perspective cameras.
Set up a text editor for Unity development with Visual Studio Code, install the C# extension and the correct .NET version, and run simple hello scripts in Unity.
Learn how awake runs first, on enable occurs when enabled, and start runs after, guiding script initialization and the lifecycle of game objects in Unity.
Explore basic Unity 3D objects like sphere, capsule, and plane as placeholders to test mechanics, then import final art later.
Explore Unity lighting basics, including directional, point, spot, and area lights, and learn baked versus real-time illumination, static versus dynamic objects, and color and intensity effects.
Switch the main camera from orthographic to perspective to compare 2d sprite lighting with 3d objects, and explore area and point lights and how sprite materials differ from full materials.
Learn how game objects and prefabs in Unity relate through parent-child hierarchies, local versus world transforms, and prefab workflows with overrides.
Celebrate nearing completion of your project and receive congratulations while being invited to leave or update your review.
Create a new scene and build a pong-like background using cubes for the ceiling, floor, and net, then apply an unlit white material and set the camera background to black.
Set up two players in Unity, configure controls (WASD and arrows), add box colliders and rigidbodies, disable gravity, and explore collisions with walls through quick testing.
Experiment with Unity's physics by adjusting mass, applying rigidbody constraints, and observing how weight differences affect collisions and objects' movement.
Set up a white ball with a rigidbody and box collider in Unity, randomize its initial direction, and implement collision handling to invert movement when hitting walls or the player.
Create and configure bounce triggers in Unity using box colliders, differentiating collision and trigger events. Implement basic score detection and ball reset for a Pong-style game.
Build a Unity UI score panel using a canvas and panel in screen space, and update scores with text components. Understand scaling, anchoring, and aspect ratio for responsive UI.
Learn to make Unity UI responsive with scale with screen size and the anchor system, positioning elements relative to anchors, and using min and max values to stretch banners.
Learn how the animator's state machine drives transitions between animation clips and uses an entry state. Understand how exit time, triggers, and transitions control when to switch animations.
Learn to use get button down for shooting input, rename fire to shoot, implement three input states (down, held, up), and resize sprites globally by adjusting pixels per unit.
This lecture introduces an I shootable interface to mark shootable objects, uses teams via an enum, and demonstrates how bullets detect friendly fire, call onShot, and self-destruct.
Adjust alien animations to a slower frame rate, create a prefab with a trigger box collider, and use prefab variants for orange, purple, and yellow aliens.
Attach the weapon as a child of the alien and use get components in children. Implement a shooting coroutine using yield wait for seconds and Random.Range to vary bullets.
Create alien bullets by duplicating the player bullet, set up a single animator with overrides for bullet alien and bullet player variants, and trigger explosions on hit.
Get the bullet's animator and set its trigger when it hits a target, then destroy the bullet after the on state exit animation ends.
Create a dedicated player animator, implement a life-based HP system with an integer lives parameter, trigger death on zero lives, and handle bullet collisions.
Learn how to implement invincibility frames by temporarily disabling colliders on bullets and players, then re-enabling them after a delay using invoke in Unity C#.
Learn how to implement alien shooting in Unity by setting initial shooting positions, managing matrix coordinates, and using a singleton to access the alien controller for reliable firing behavior.
Implement wall detection in Unity 3D to flip alien movement when contacts walls, using triggers, a direction variable and a singleton, and a movement change script that inverts direction.
Learn to move a movement change detector between alien objects in Unity, handle column-based shifts with walls, and prevent infinite loops by using Unity events and careful instantiation logic.
Limit vertical movement and lock horizontal movement to shape player controls. Implement a cooldown by tracking last shot time to regulate firing.
Refactor alien behavior in Unity by using an abstract base alien, protected virtual overrides, and sprite flipping, while the controller spawns aliens at random intervals within wall boundaries.
Explore implementing defeat conditions and a reliable game over flow in Unity using a player controller, triggers and barriers, ensuring a single game over event even when multiple objects collide.
Implement a win condition by tracking remaining aliens; the game ends when all aliens are gone, with game over handling and UI updates.
Implement a simple sound effects system for explosions and weapon fire, reuse weapon components across alien and player prefabs, and trigger audio via the audio service during gameplay.
Congratulate yourself on finishing your project and leave or update your review to reflect your progress in game development with C# and Unity 3D.
Learn to build a dictionary and queue-backed pooling system in Unity to reuse bullets by turning objects off and on, improving performance.
Create a moving star background map that fools players into thinking the ship moves, using multiple backgrounds and a script that translates downward with delta time.
Drag and drop scripts to build a Unity 3D shooter with a pooling system reusing bullets, and a weapon that injects direction and speed into each bullet.
Fix the housing system with a task completion service and countdown, trigger explosions for alien and player, and wire animators with a death trigger to destroy objects.
Adjust explosion and ship animation speeds, set all physics to triggers, orient bullets to face their direction with look rotation, and implement a ship animator with death and empty states.
Develop a flexible pickup system in Unity that grants power-ups and enables weapon changes, using sprites, box colliders, and trigger detection.
Explore perfect and limited chaser bullets in Unity, implementing rotation speed, direction toward the target, and frame-by-frame rotation to create dodgable projectiles.
Improve the chaser system by adding a shooting behavior to the third alien, implementing continuous target searching, balanced bullet speed and cooldown, and robust target handling to dodge mechanics.
Explore tweening with a free asset to animate alien movements in a Unity 3D top-down game, using waypoints, duration, and easing like linear and in-out.
Refine the player dive and tractor beam behavior: rename curve distance divider, implement a dive to the target then to the control point, and pull aliens into a mothership-like formation.
In this course we are going to create 3 simple games and learn a lot from the development of each one. Then you are encouraged to continue the development by yourself following some guidelines on what to do; this way you get to practice and can add some beginner projects to your portfolio.
The first of the main projects is the Pong game, which we will use to learn all the basics, mostly Unity stuff and a little coding here and there.
The second is the Space Invaders project, where we start to use much more code.
The third is the Galaga/Space Shooter, when we go really heavy into programming behaviours, tweeners, movement curves, etc.
I'd recommend for you to give a quick scroll through the lesson's names to see more in depth all the topics we are going to go through, but here is a short list of what you'll learn:
GameObjects, Materials, Nested Prefabs and Variants
Make Vectorial Movement, Interpolation, Basic Physics, Colliders and Triggers
GetComponent and navigate through references
Controls and Inputs through events
UI and Anchors
Interfaces, Enums
Use Scripts in Animator Events and Control the State Changes
Coroutines and Yield Instructions
Asynchronous systems
Singletons
Ref/Out
Abstract, Virtual and Override
Save Data in .jsons
Build your Own Delegates
ScriptableObjects
Tweeners to Make Linear and Curved Movements
Extensions
Change Scenes/Levels
Create a Loot System
Create a Weapon System
Please take a look at the prerequisites before making the purchase. I'm expecting you to know basic programming logic and have a grasp on OOP. Thanks for your time and hope to see you in the lessons o/