
Explore Unity game development through three projects: scripting and UI basics, a 2D platformer, and a first-person shooter with AI and navigation basics.
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Learn to navigate the Unity interface, create a new project named interface intro, switch to default layout, explore scene view, hierarchy, inspector, project window, and console for scripting and debugging.
Explore basic object manipulation in a Unity scene: move, rotate, and scale objects with gizmos and planes, snap movement, create a cube, and adjust transforms in the inspector.
Learn to build your first game in Unity 5 by scripting with C-Sharp and crafting a functional, well-designed UI using the built-in UI system.
Learn to create and attach a c-sharp script, use start and update functions, and set public variables in the inspector to print messages to the console during play.
Create a struct to model quiz questions in Unity, including a question text field and related data. Learn how value types differ from references and manage instances in gameplay.
Finish the question struct by implementing a constructor, adding a question text field and an answers string array, and storing the correct answer for runtime testing in Unity.
Assigns the current trivia question and its answers to the UI by iterating over answer buttons and setting each text to the corresponding answer.
create and initialize a private 10-element questions array with answers, then implement a random question picker by selecting a current question index using a range in Unity.
Choose five trivia questions by initializing a question numbers chosen array, then loop to randomly select questions without duplicates using a helper to check and retry on duplicates.
Create a replay button in a Unity 5 trivia game to restart the current level from the final results panel, wiring a public restart level function to the UI button.
Add a centered feedback text on the canvas and connect it to the trivia check to display green for correct and red for incorrect, toggling visibility during questions.
Comment your Unity code to clarify the trivia game. Rename panels, set the background to black, adjust button text, and implement a quit function with the escape key.
Learn to build and run a Unity trivia game by configuring build settings, adding scenes, adjusting resolution and aspect ratios, and fixing question initialization by resetting indices to -1.
Import images as sprites, then design the level by placing hazards and hearts as prefabs in a 2d project. Set the main camera to follow the player in play mode.
Build an elevator platform in Unity by enabling jump-through colliders, applying a platform effector on prefabs, and animating up-and-down motion with the animation window and animator.
Set up the kill floor using the Kill Zone prefab, adjust its position, organize assets, and implement a trigger enter check that restarts the level when the player enters.
Build a health UI in Unity by creating a panel with a horizontal layout group to arrange heart icons, and connect a health manager script to toggle hearts during gameplay.
Implement knockback by pausing player movement with a movement enabled flag, wiring the platformer controller to a health manager, and using a coroutine to resume after one second.
Designs the second level by adding a new character prefab, introducing moving buzz saws with side-to-side actions, and incrementally increasing difficulty through new mechanics, animations, and a kill zone.
Create a buzzsaw hazard that moves up and down by parenting the saw to a holder object, enabling local space animation and reuse via prefabs.
add a play again button at the final level and wire its on-click to restart the game. ensure the UI event system supports the button input.
Create a congratulatory end-of-level message with a two-second delay before transitioning to the next level, using a coroutine and endgame trigger to jump to the next level.
Streamline level creation in unity by auto-assigning player and animator references at level start, using object find by name or tag, and get component calls to remove manual inspector setup.
Add audio to your Unity game by creating an audio folder, dragging clips into the project, and assigning them to an audio source for music and hazard collision hit sounds.
Add audio via a music player prefab across levels, attach audio sources to the character, and fix a health-draining collision by tracking last time hit with a hit delay.
Develop the horror fps enemy AI and player interaction mechanics in Unity. Learn to create visual effects with Unity's particle systems, manage assets and starter project folders for efficient setup.
Create a new Unity 5 project for a horror game and import the first-person controller. Organize assets into textures, models, and materials folders and import an enemy model with textures.
Bake a nav mesh to guide AI movement, assign a NavMeshAgent, and script waypoints to set destinations while tweaking radius for accurate navigation.
Learn to find the closest waypoint for an enemy by iterating through the waypoint array, computing distances, returning the closest index, and updating the current target and destination in Unity.
Use ray casting to simulate an enemy's cone of vision, cast forward rays from a look-from position, draw debug lines, and trigger pursuit when a ray hits the player.
Cast rays outward to detect the player, store hits with ray for search, and check collider tags to switch patrol state to pursue when a target is found.
Improve enemy head rotation to look at the player by using a height-adjusted target, direction vectors, and dot product checks to steer the head toward the player.
Improve enemy movement on ramps by tilting the ai during climb, using raycast hits, a tilt function, and nav mesh adjustments to create smooth transitions.
Create and attach an animator controller for the enemy, set a looping move forward animation, and adjust its speed using nav agent velocity magnitude in code.
Learn to build flame thrower effects in Unity using particle systems, importing standard assets, and configuring start lifetime, color, shape, and texture animation sheets.
Create a flame thrower effect by attaching a particle system to the head bone, then adjust rotation, materials, and texture animation to shape the flame.
Switch the flame thrower particle system to world space and adjust start speed, gravity, and emission so the flames move convincingly with the player.
Create a death screen in Unity by fading a UI panel to a death color with game over text, and manage health with a script that heals when not attacked.
Implement take damage and heal functions in unity, using lerp to transition a death screen color from start to end color, while handling health, death state, and game over text.
Develop flame thrower behavior by testing distance to the player, ensuring the target is in front, and toggling the flame on or off with a flame light cue in Unity.
Create a toggle flame function in Unity that starts and stops an array of flame particle systems and a flame light, wired through start and pursuit methods.
Add a capsule collider to the enemy, adjust radius and height to fit, and change particle collision layers so particles avoid the enemy while preserving player collisions.
Import the stun gun model and textures, create a stun gun material with albedo, metallic, smoothness, and normal maps, then attach it to the player for first-person gameplay.
Create a stun gun particle system in Unity by adjusting emission, start speed, and world-space simulation, add collision and bursts, then apply energy particle material with a texture animation sheet.
Implement collision handling for stun gun particles to reduce enemy health and disable enemies when health reaches zero, using Unity particle collision and health checks.
Create a disable coroutine that halts the nab agent, sets speed to zero and flame off, waits for a second, then returns to patrol and restores health.
Handle stun gun input by checking the left mouse button and adjusting the stun particle system’s emission rate in the player health and attack script in Unity.
Improve the disabled state by calling the disable routine to stop movement and lights, shut off the flame, restore health, and switch the enemy emissive texture to black when disabled.
Lock and hide the cursor during gameplay and fix the player's healing by adding a cooldown before regeneration, integrating last-attack timing and healing logic in Unity.
Adjust player collision by resizing the character controller radius and repositioning the gun. Tweak the camera field of view to 80, adjust the spotlight and particle sizes, and test collisions.
Set up a stun gun recharge station in Unity by importing assets, creating materials, adding a collider and tag, and using a raycast and key press to recharge.
Add a dynamic recharge message in the Unity UI that appears when the player can recharge or stun, using a text element with an outline and a toggle script.
Finish the wall pieces, assign materials and textures, set up box colliders and prefabs for the box, door switch, and the supercomputer, and map normal and metallic textures.
Create an automatic door in Unity using a sphere collider trigger, reacting to player or enemy presence to open and close via an animator parameter.
Set up a door switch in Unity 5 by adding a collider, tagging it as a switch, and displaying a press F to unlock door prompt.
Unity lesson shows changing a door’s appearance when locked by swapping color and emission textures, using a public changeLockStatus function to update the door render.
Add and adjust lights to prefabs, including directional lights, spotlights, and point lights, with careful intensity, range, and shadows. Organize lighting by editing project settings and duplicating lights as needed.
Set up the first room of your Unity level by arranging wall pieces, ground tiles, doors, and door switches. Configure lighting for clear visibility as you build.
Finish building the rest of the walls and hallways using virtex snapping to place pieces precisely, adjust scale for tight corners, and ensure clean alignment with lighting.
Lay out the first room props and tweak the character for navigation, testing gaps and adjusting the near clipping plane to ensure clear visuals.
Arrange hallway props to create stealth routes and cover, design two sections with ramps and boxes, and place key items like the return of station and door switches.
Set up enemies and their waypoints in Unity, create waypoint routes, and test pathing with rigid body and collider settings to iterate on patrol routes.
Implement an end game trigger at the level exit using a box collider set as a trigger, detect the player with OnTriggerEnter, freeze time, and activate the game screen panel.
design and implement audio in unity for a horror game, creating sounds for the player, enemy, and environment. adjust sound output by room size and finish building game, inviting experimentation.
Import and organize sound assets, create ambient 2D audio sources, and assign gunfire, door, enemy attack, and movement sounds. Adjust room acoustics and spatial blends for dynamic playback.
Implement stun gun firing sounds in Unity by adding an audio source to the player and playing the attack clip at five shots per second while depleting energy.
Learn to add audio sources to the stun gun and door switch, play and loop the recharge sound while energy is below full, and stop when full.
Add and manage enemy movement audio in Unity by wiring an audio source to the enemy, playing during patrol and pursuit, and stopping when velocity drops, with 3D sound settings.
Add a 3d flame audio source to the enemy, play the flame sound during attacks, loop it, and assign the enemy attack source before testing the effect.
Learn to set up a reverb effect in Unity by routing all audio sources through a master audio mixer, then create big, medium, and small room snapshots to switch reverberation.
Create a Unity C# script to switch audio snapshots between small, medium, and large room settings when the player enters trigger zones, and attach it to trigger objects.
Learn to make head movement frame-rate independent with a speed variable and delta time, and finalize the build by adding escape quit flow and build settings.
Game development is an ever changing, constantly improving, and highly dynamic area to work in. Things are on the move constantly, and if you’re not careful you can get left behind. That’s why it’s important to keep your skills at the top level and to familiarise yourself with the latest tools and programs out there. This course will do just that by getting you up to speed with Unity5, the newest version of one of the industry’s leading development engines.
Become a Unity 5 Developer
Learn the Secrets of Unity 5 Game Development
Whether you’re completely new to game development or have gained some experience developing games with Unity already, this course is for you. With 85 lectures and 9.5 hours of content, it takes starts off at beginner level and advances up to more complex projects.
This course goes beyond merely explaining or showing you how everything works; you’ll be shown how, and then you’ll do it for yourself. As you progress through the course you’ll create three games of increasing complexity; a trivia game to demonstrate programming basics and show you the Unity user interface, followed by a 2D platforming game, and to finish, first person shooter game complete with visual effects and artificial intelligence.
By creating these games, you’ll learn all about scripting and user interface including questions and answer options, creating different levels, adding audio, freezing game play, building scenes, learning Nav Mesh, character and object movement, and game narrative, among other things.
This course emphasises coding and development, and is suitable for anyone who wants to learn to develop games or learn how to code. To start this course, you will need to have Unity installed on your computer; we’ll show you everything else from there.
About Unity 5
Unity is a games engine used to create and develop 2D and 3D games and interactive experiences. It is fast becoming the industry standard for creating multiplatform games. Unity5 is the latest version of the tool, and includes a number of advanced powerful features such as a 64-bit editor, frame debuggers, graphics command buffers, and more.