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Development Game Development Unity

Intro to Unity 3D Physics: Helicopters

Learn how to create Helicopter physics for Games with Unity 3D and C#!
Rating: 4.7 out of 54.7 (274 ratings)
1,965 students
Created by Indie - Pixel
Last updated 1/2021
English
English [Auto]
30-Day Money-Back Guarantee

What you'll learn

  • You will have the experience to work with Rigidbodies in a controllable way
  • You will have a complete code base to develop any type of Helicopter controller
  • You will better understand why helicopters fly and the physics behind them.
  • You will Learn the Beginnings of Editor Scripting
  • You will learn how to set up a flexible Input System
  • You will learn about C# concepts such as Inheritance, Interfaces, Properties, and Namespaces
  • You will gain a better understanding of Organizing your Unity projects
  • You will gain an insight of how to begin to plan out a Unity Project or Unity System
  • You will learn to build a re-usable Weapon System
  • You will learn how to build two types of cameras with re-usable code

Course content

20 sections • 131 lectures • 17h 22m total length

  • Preview02:22
  • Preview05:15
  • Helicopter Model Walkthrough
    09:18

  • Preview01:54
  • Setting up the Indie-Pixel Framework
    06:49
  • Preparing the Development Scene
    05:50
  • Preview06:53
  • Preparing the Helicopter - Part 2
    11:37
  • Setting up our Post Effects
    13:23
  • Section 002 Quiz
    2 questions

  • Introduction
    01:51
  • Getting Comfy with Draw.io
    07:35
  • Helicopter System - Code Review
    08:30
  • Section 003 Quiz
    1 question

  • Preview02:18
  • Introduction to the Rigidbody in Unity
    07:59
  • Using the Force
    15:23
  • Torque Forces
    10:36
  • Utilizing Drag
    11:25
  • Understanding Weight
    09:59
  • Making a Hovering Object
    21:28
  • Using Inheritance to Create Modular Code
    07:42

  • Introduction
    02:07
  • Stubbing in the Input Scripts
    12:16
  • Hooking up Keyboard Inputs - Part 1
    14:40
  • Hooking up Keyboard Inputs - Part 2
    11:51
  • Hooking up Keyboard Inputs - Part 3
    11:32
  • Hooking up Keyboard Inputs - Part 4
    11:24
  • Hooking up Keyboard Inputs - Part 5
    15:20
  • Hooking up Xbox Inputs - Part 1
    05:50
  • Hooking up Xbox Inputs - Part 2
    14:35
  • Hooking up Xbox Inputs - Part 3
    03:49
  • Clamping Inputs
    04:46
  • Creating the Input Controller
    11:06

  • Introduction
    01:51
  • Stubbing in the Controller Script
    10:01
  • Requiring Components
    08:34
  • Updating The Base Rigibody Class
    04:39
  • Automation with Menu Items
    15:55

  • Introduction
    02:37
  • Understanding the Four Forces Acting on a Helicopter
    04:05
  • Stubbing in the Engine Script
    11:45
  • Hooking the Engine up to the Controller
    11:26
  • Calculating Horsepower and RPM's
    04:05
  • Using Animation Curves to model Power Efficiency
    10:23
  • Implementing a Sticky Throttle
    11:16

  • Introduction
    02:21
  • Stubbing in the Scripts
    09:16
  • Using C# Interfaces
    11:42
  • Calculating Degrees per Second from RPM's
    12:27
  • Modifying the Blade Pitch
    10:40
  • Blurring the Rotors - Part 1
    11:33
  • Blurring the Rotors - Part 2
    11:47
  • Blurring the Rotors - Part 3
    06:13
  • Blurring the Rotors - Part 4
    06:31
  • Blurring the Tail Rotor
    06:13

  • Introduction
    03:28
  • Capturing the Default Rotor
    06:07
  • Setting up the Houdini Network
    13:08
  • Automatic Render Button
    09:54

  • Introduction
    02:11
  • Theory of Lift
    06:42
  • Creating a Sticky Collective
    09:06
  • Stub in the Characteristics Script
    11:07
  • Creating Lift - Part 1
    07:57
  • Creating Lift - Part 2
    10:19
  • Creating Tail Rotor Torque
    06:29
  • Creating Cyclic Torque Force
    11:41
  • Auto Leveling - Part 1
    10:12
  • Auto Leveling - Part 2
    14:20
  • Adding Cyclic Force
    12:15

Requirements

  • A basic Knowledge of Unity 3D and its Interface
  • Unity 2017 to Unity 2018 is required
  • A Beginner Level Understanding of C#

Description

In this course you will learn how to create a helicopter controller from scratch.  You will learn how to create the physics necessary to generate realistic and arcady helicopter flight mechanics.  You will also learn how to set up your Unity project in efficient ways, how to create Editor Scripts, and how to use the Unity Rigidbody to its fullest.

You also receive two helicopter models and the contents of the Unity project, to give you a head start on your helicopter games! 

By the end of the course you will have gained knowledge about Helicopter physics, unity project organization, C# programming, Unity VFX, how to create a weapon system, how to create a camera system, how to create an audio system, and much more!  Enroll today and start flying the friendly skies in you very own helicopter!

Who this course is for:

  • A beginner to intermediate Unity user who would like to know more about Physics in Unity
  • A unity user who would like to gain a better understanding of Unity's Rigidbody
  • Anyone who is interested in wanting to build a Helicopter game in Unity
  • Anyone interested in learning how to make a Desert Strike type Game
  • A beginning Unity user who wants to know more about Project Organization and Editor Scripting

Instructor

Indie - Pixel
Technical Artist / Programmer / 3D Artist
Indie - Pixel
  • 4.5 Instructor Rating
  • 3,173 Reviews
  • 50,100 Students
  • 9 Courses

I began this whole journey through art. When in high school I developed a

very strong interest in drawing and 2D animation. From there I began
to get enveloped into the work of 3D. After Graduating High school I
attended the Art Institute of Seattle. There I gained my AA degree in
Computer animation. I interned at Surreal Software, then moved onto
working on the very first version of Xbox at Microsoft. I worked on NFL
fever 2000, NHL Rivals 2002, and Inside Drive. From there I have worked
at Activision, again at Microsoft, my own companies Creative TD and
Ozone Interactive, and am now exploring Interactive Arts experiences  at Indie Pixel. There have been many things
along the way but my love is in 3D, real-time arts, shaders, procedural
content creation, math, modeling, texturing, and helping others through
teaching.

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