
Learn to download Unity personal edition, review the license, and install with essential components like the Unity editor, standard assets, first person controller, and platforms such as Android and WebGL.
Open Unity and create a new 3D project named portals in a dedicated folder, then explore the editor, scene, game windows, and game objects like cameras and transforms.
Learn to create a basic Unity script in C#, print a hello world message to the console, compile, attach to a game object, and run to view output.
Learn to declare variables in Unity, define and assign public strings and numbers, and print results to the console. Explore runtime edits, string concatenation, and basic arithmetic rules.
Define and use methods to organize code, using private void print message, pass parameters, and implement a return int add to compute sums invoked from start.
Master core loop constructs in Unity by implementing for and while loops, configuring initialization, conditions, and increments, and using debugging logs to explore iterations.
Learn to move a cube in Unity using Transform, Vector3, and Time.deltaTime, exploring local versus world position and implementing a speed variable in Update.
Enable first person mode in Unity by importing standard assets, using the first person character, building a simple floor and walls, and applying materials with prefabs.
Activate physics with a rigidbody to enable collisions and gravity on a cube, adjust mass and drag, and learn to drag cubes and save scene changes.
Create a clicking and dragging interaction in Unity by wiring a player script to the first person controller and using get mouse button and get mouse button down in update.
Apply raycasts to detect what the player looks at, grab nearby objects with a configurable grabbing distance, and print the hit object's name to drive interaction in a Unity shooter.
Set up a box and a grabbable ball object in Unity by creating C# scripts that extend MonoBehaviour, use GetComponent<T> to locate the grabbable object, and enable grabbing during play.
Learn to implement a grab and move mechanic by tracking a private grab object, holding it at a set distance from the player, toggling rigidbody gravity on grab and release.
Explore implementing object grabbing in Unity, including release logic, using the player camera forward vector for throwing, and turning objects into prefabs to maintain consistency across scenes.
Design a simple Unity button that opens a door when the player steps on it, using a cylinder base, a movable top, a box collider, and a red material.
Implement a pressure button in Unity with a trigger collider and a C# script. Detect overlaps using OnTriggerStay, print the colliding object's name, and prepare logic to open doors.
Attach a capsule collider to the player in Unity, configure isTrigger, and verify button presses by checking the player or grabber object with GetComponent, using a logical or check.
learn to animate a Unity button by moving it down on press, color it, and use a target position with Vector3 and lerp with delta time to smooth and return.
Learn to give players visual feedback by changing a button's color in Unity, toggling between green and red on press and release via the button's material.
Design a simple door and surrounding level elements in a Unity and Blender workflow by duplicating walls, resizing, applying door and column materials, and adding lighting.
Create a door with a C# script in Unity, wire a pressure button to trigger onTrigger, and move the door via Vector3.Lerp using local position for opening and closing.
Learn to link a pressure button to a door by referencing a trigger object, triggering the door on press, and testing in Unity to create a simple interactive mechanics setup.
Transform a pressure button and door into reusable prefabs, add a collectible orb with a rotating motion and particle effects, and program a trigger that advances the level when collected.
Define wall-based portal areas using trigger box colliders, create a portal area script, and convert to prefabs to test spawning and alignment across walls in Unity.
Perform a recast from the player camera to capture the hit point in worldspace and verify a portal area before spawning portals, while managing mouse input and object interactions.
Create simple cube placeholders, assign two portal materials, turn portals into a prefab, and spawn two portals at runtime, swapping positions with a boolean toggle.
Learn how normals define the direction a surface faces, and how to use the surface normal to orient portals, by passing hit point and normal into the portal logic.
Learn to implement portal teleportation in Unity by using trigger colliders and trigger enter to teleport by setting the transform position to the exit portal with an offset.
Learn to adjust teleporting angles in unity by copying portal rotation into the first person controller and mouse look, using quaternions to preserve y and z rotations.
Spawn portals and render their views using render textures in Unity, swapping two textures between portals and enabling cameras to display real-time scenes for immersive portal puzzles.
Create and manage a Unity game interface using a canvas, with instruction text, a timer, end-game messages, a crosshair, and anchors for different aspect ratios.
Create a functional Unity main menu by building a UI canvas with title and instructions, adding a play button linked to a menu controller that loads the game scene.
Rename the game scene to level 1, update lighting, and save; duplicate level 2, convert the player to a prefab, and design level 2 with a wall hole and boxes.
Reconfigure portal spawns to use the camera position and test levels; assemble a puzzle with dark strong walls, a platform, and stacked boxes to reach the orb and finish level 2.
Implement a singleton level manager in Unity to control level flow, load the first level and next levels, and handle maximum levels and returning to the menu.
Set up Blender for beginners by adjusting input preferences, switching to left-click selection, enabling emulate numpad for laptops, and configuring shift-based view navigation for quick object access.
Learn Blender camera controls by zooming with the mouse wheel, orbiting around a cube by clicking the scroll wheel, and panning with shift and the middle mouse button.
Explore how Blender numpad settings switch between perspective and orthographic views. See how depth and foreshortening affect a cube as it aligns with the grid.
Learn basic object manipulation in Blender by moving, scaling, and rotating a cube along x, y, and z axes, then switch to edit mode to adjust vertices, edges, and faces.
Learn essential Blender tools for game asset creation: extrude faces, add edge loops, dissolve edges, fill holes, duplicate and join objects, and apply snap and proportional editing.
Learn to use the Blender mirror modifier to create half of a prop, mirror it along the axis, and apply the modifier for a seamless, fully mirrored object.
Create a portal gun model in Blender for a shooter game, employing mirror modifier, extrude operations, edge loops, and bevels to craft a curved handle, barrel, monitor, and stabilizers.
Master UV unwrap techniques in Blender, applying seams, cutting, and unwrapping pieces for clean texture mapping and cohesive gun models suitable for Unity games.
Learn to texture a portal gun in Blender by applying base colors and materials, including silver body, light blue energy lights, black handle, and red button, then export textures.
Learn to save portal gun UV maps by exporting UVs at 2048 by 2048, adjusting fill opacity to 25%, and preserving the base colors on the gun for Photoshop work.
Learn to texture a portal gun in Photoshop by applying brushed steel, rusted metal, and welded textures, arranging islands, transforming pieces, and layering colors for a cohesive, metallic finish.
Apply metal textures to weapon parts, adjust lighting and opacity, and blend welded and brushed metal finishes using texture layers, duplicate pieces, and export the final gun texture.
Create a simple button model in blender and unity by building a cylinder, extruding and beveling edges, and applying a base red material with smooth shading for a game asset.
unwrap the button UVs, adjust edges in orthographic view, project from view to improve the texture map, and export 2048 textures for a brush steel button in Unity and Blender.
Texture a game button in Photoshop by converting a brushed steel pattern into a circular form with polar coordinates, then add a red button and save for Unity and Blender.
Upload a baton texture, generate normal and diffuse maps. Save the texture and preview how lighting reflects reddish tones with metallic surfaces in Unity and Blender for shooter games.
build cables in blender, creating precise four by four cable runs with uv mapping, snapping, and merged vertices for clean connections.
Texture cables in Photoshop by applying a steel brush texture, rotating for vertical orientation, selecting areas, painting on layers, adding a yellow highlight, and saving the texture for use.
Use crazy boom for specular and normal maps for cables, noting a flat surface doesn't require a normal map; adjust color, metallic, contrast and brightness, and save the cable texture.
Design a detailed block by selecting edges, extruding faces, and beveling to add weight, then apply materials and colors to create an energy core for shooter game assets.
Create modular walls and floors for a shooter game by building 8x8 grid wall pieces, adding grooves with edge loops, and unwrapping textures for a cement wall room.
Learn uv unwrapping techniques for walls and floors, projecting textures from view, mirroring uv on the x axis, and exporting uv maps to Photoshop or GIMP for use in Unity.
Unwrap walls and floors, set 2048 textures, and save them in a textures folder before exporting walls and floors as separate fbx files for Unity.
Turn diffuse textures into normal maps and specular maps using Crispa, adjusting bump direction, detail, and intensity for walls and floors, then import into Unity for testing.
Explore floor texturing in Photoshop, creating a seamless UV texture for game environments. Learn to fix seams, adjust color, and export as a PMG file to import into Unity.
Texture the wall by blending brush steel, white stucco, and cement textures with about 50 percent transparency, then export the mixed texture to Unity for use on the wall.
Model, bevel, and texture glass blast doors in Blender, create symmetrical gate details with edge loops and grooves, and prepare the doors for Unity integration.
unwrap the doors and pillars from the front faces using project from view, adjust the texture placement, and mirror to save time. Paint textures in Photoshop and export for Unity.
Export the door model by generating a UV layout, saving textures at 2048x2048, adjusting transparency to 0.25, and exporting the object for use in Unity.
Texture a door in Photoshop by applying UV-mapped textures, metal, concrete, and brush patterns, then create diffuse and specular layers and organize into folders for Unity.
Fix a door texture stretch by unwrapping the door face from a projected view, adjusting scale, and mirroring parts; replace textures and export the door for Unity.
Use crécy bomp to generate normal maps from a diffuse texture, import diffuse, normal, and specular maps into Unity, and adjust material properties to achieve a cement door frame look.
Learn to texture walls in Unity by creating a wall material, switching to the standard specular shader, and tuning normal maps, roughness, and color to achieve cement-like walls.
Texture the floor pieces in Unity by creating a material and linking diffuse, specular, and normal maps. Adjust space clarity to reduce seams and re-import for a matte cement look.
"Instructor is very knowledgeable with Unity. Very interesting concepts are presented."- Tom L.
Create two awesome Shooter Games with Blender and Unity®
Do you love Battle Royale games? Do you want to give your own spin at the genre? Do you want to develop your own 1st person shooter? Then this is the perfect course for you!
Learn how to create a full 3D environment as well as Create and Animate characters to wield weapons and run a muck as they try to survive your own Battle Royale!
A wildly successful Kickstarter funded this course
In this course, you learn how to build your own Battle Royale and a Portal-like Game with Unity® and Blender. This course is unique because we make both the code and the art for the game from scratch. We teach you the fundamentals of designing, coding, and modeling a 3D game.
First you design the game and its functionality in Unity®. You learn how to code in C# and build video game levels. Don't worry if you've never coded before. We start simple and add more to the game as the course goes on.
Why Unity®?
Unity® is one of the most popular platforms in game development. You can use Unity® to build 2D and 3D games. Unity® is cross-platform, which means it is easy to use with other platforms.
Then you create the 3D models for the game in Blender. You build all the art assets for the game. You learn how to integrate your art from Blender into Unity®.
Why Blender?
Blender, like Unity®, is a popular production suite that is free to download. Blender is a revolutionary tool for making 3D art digitally. With Blender, you can make art assets for games, like we do in this course.
Even if you're not an artist, you can make basic art models. You may have heard of Axiom Verge and Stardew Valley. These games are million-dollar successes. But did you know that only one person made each?
Usually it takes a whole team of people to build a game. But creators Thomas Happ and Eric Barone developed and designed their games by themselves. Now they're millionaires. You can do it, too!
Let's get started!
Also, Now Included in these bundled Course are Bonus courses of other Related Topics, such as C# and Java! You get more content at a great price!
We at Mammoth Interactive value input from students like you. Feel free to leave us your feedback.
Enroll now to join the Mammoth community!