
Variables are a way of saving data in computer programming. We are going to take a look at the most common variables used in Unity game development and we will get to know those variables in depth.
Master Unity variable operations: add, subtract, multiply, and divide integers and floats, print results with Debug.Log or print, and attach scripts to game objects.
Master Unity by building 6 fully featured games from scratch introduces functions, including void functions, functions with arguments, return values, and how to call and reuse them in MonoBehaviour.
If we have a choice in our game, for example do we want to go this way or take the other way, we use conditional statements to program that behaviour, so conditional statements enable us to create a state, and if that state is true then we will execute one piece of code otherwise we will execute other piece of code. Comparison operators are used to compare variables to each other and in this lectures we will see how that goes. And lastly loops, and loops are used if we want to repeat a single operation multiple times, which we will also see how can we do
that in this lecture.
Arrays are used for storing data of the same type. For example, when we want to keep track which player is locked and which player is unlocked we will store that in a boolean array.
Often in game programming we want to have a delayed behaviour, for that we use coroutines. Delegates are used for executing tasks in our program. So for example if we have a task that needs to be executed, but we dont care who will execute that task, for that we use delegates, and we can register to be a delegate for the specific event and when that event occurs then we will execute the task thats wanted from us.
Create and manage player animations by slicing sprites, setting up idle and walk clips, and configuring animator transitions with a boolean parameter to drive movement.
Position the player above the first cloud by swapping cloud positions and using vectors and transform coordinates, ensuring the player is not positioned on deadly dark clouds.
Learn to build an infinite scrolling background in Unity by using background collectors and a background spawner, leveraging trigger colliders, tags, and last Y position to recycle backgrounds seamlessly.
Learn how to animate Unity UI elements using Mecanim by building slide-in menus, animating buttons with frame-based positions, using panels to group items, and enabling menu navigation.
Build the in-game UI with life and coin icons and a score text, plus a pause panel with resume and quit options controlled by the gameplay controller.
display final score and coin score on a game over panel, activate it on death, and provide a ready button to start, while setting up a future game manager singleton.
Build a mobile joystick in Unity by adding left and right buttons, using pointer down/up events, and linking to the player movement script to move left or right.
Slice the Flappy Bird sprites, create idle and flapping animation clips, and connect them in the animator with transitions and trigger parameters like flap and bird die.
Attach the bird script to the bird, create a flap button in the UI, configure the main camera and canvas, and implement a static instance to trigger flaps and animation.
Connect the flap button to the bird's flap function with find game object and get component, then implement a camera script that follows the bird with a static offset.
Attach an audio source to the bird, wire up flap, point, and died clips, and trigger one-shot sounds on collision and pipe passes while updating the score.
Learn to configure Google Play Games in Unity, implement a singleton leaderboards controller, sign in, open leaderboards, and report and display high scores across scenes.
Implement a twitter social media controller in Unity by importing packages, setting up core and profile events, initializing once, and enabling login, logout, and sharing tweets with user notifications.
Learn to integrate ads in Unity using AppLovin, configure the Android manifest and package name, initialize the ad controller, and load and display interstitial, video, and banner ads.
Add box colliders and 2D rigidbodies to all obstacles, freeze z rotation, adjust scales to 0.5 by 0.5 (with obstacle 4 set to 0.5 by 0.4), and save as prefabs.
Create and scroll backgrounds and ground in Unity using quads, materials, and wrap-repeat textures, with a looper scaling to camera size.
Attach obstacle script to move obstacles from right to left using a rigidbody and velocity, and implement the player animation script to switch between run and idle on collisions.
Create and organize the player animations, including idle and walk states driven by a boolean walk parameter with transitions, and attach collider, rigidbody, constraints, tag, and prep for movement scripting.
Create and animate a spider shooter and a spider jumper in Unity, wiring animations, colliders, prefabs, and attack scripts to shoot bullets and destroy the player.
Create a Unity hud by wiring a camera-scoped UI with air and time sliders, linking to a gameplay controller and collectibles that extend timers and trigger player death when depleted.
Master the gameplay controller by implementing a pause system in Unity, adding a pause button and panel, controlling time scale, and enabling resume, restart, and return-to-menu actions.
Preview of a Unity puzzle game with three puzzles, level unlocks, star scoring, flip and match mechanics, and a music slider in a single scene.
Wire the puzzle level flow by activating the level select and puzzle menu panels with slide in and slide out animations, and add a level controller with a select script.
Learn to build a puzzle game manager in Unity by wiring puzzle buttons, animators, and game sprites, and by handling level and puzzle selection through serialized fields and event listeners.
Use a coroutine to flip puzzle buttons up by playing the turn up animation, waiting 0.4 seconds, and setting the button sprite to the corresponding puzzle image using the index.
Limit user input to two touches using first and second guess indices, with booleans tracking state. Compare puzzle image names to detect matches and log results to the console.
Check if the puzzles match by comparing two guesses, trigger fade-out animations for matched puzzles, increment the score, and reset guesses to replay until all pairs are found.
Use a level-based switch to award three stars for under five guesses, two for five to ten, or one otherwise, and reset gameplay state and hide finished panel for replay.
Create a serializable data class to save game progress and settings in Unity, including unlocked puzzle levels, star counts, and music volume.
Implement a puzzle game saver in Unity that saves and loads game data using a binary formatter, file streams, and the persistent data path, with try-catch and finally cleanup.
Attach stars to every level and unlock the next ones when players complete puzzles, then save and display star progress with the level locker and puzzle game saver.
Finally in this lecture we will begin with our game, firs we will import and organize our assets. Remember, organization is essential!!
In this lecture we will learn how can we slice our sprites to separate them from each other in order to use them in our game as individual sprites.
We will learn how to make animations using Unity's animation system. We will see how can we use the animation panel to create animations and how can we use animator panel to control these animations.
In order to reuse our game objects, we need to create prefabs out of them, and we will see how can we do that in this lecture. Colliders are used for collision detection and rigid bodies are used to apply physics on a game object.
In this lecture we will see how can we create our balls and bricks, and what are tags, layers and sorting layers.
Because our sprite arrow is very short, we need to create multiple copies of our arrow and connect them with each other to create our arrow, and we will do the same with our background bricks.
In this lecture we will take a deeper look into rigid bodies and colliders, and finally we will get into scripting.
We will utilize the rigid body of our balls to make them bounce, and we will see how that goes.
In this lecture we will program the movement of our arrows.
Now we will add that arrow to the player and shoot it when we click a mouse button.
Now that we can shoot the arrow from our player, we will continue to program our ball script.
We need to strict the player so that he can only shoot once or twice, and for that we are going to use a bool variable.
Since we have strict the player to shooting maximum twice, now we need to program our arrow script to inform the player when he can shoot again.
Broken bricks needs to break when the arrow hits it, for that we need a script, oh and we also need to position our bricks on the screen which our script will help us to do.
Before we begin to create menus, we will take a look at new unity's UI.
We will start with our main menu and design it from ground up, just to get a little comfortable with designing menus.
Here we will design the rest of our menus - shop menu, player menu and level menu.
I am a big fan of creating one game controller that will store all game relevant data, and we make that game controller a singleton so that we can have it in each scene and that way carry our data with us.
The Second part of our game controller.
The same way our game controller controls our game data, main menu controller will control the main menu and all of the buttons and actions that happen in the main menu.
Music controller is responsible for playing music in our game, and for playing click sounds when we touch a button.
Player menu controller will control the selection of our players and some other things.
The second part of our player menu controller.
Shop menu controller is going to control our shopping - when we buy arrows, coins, even when we want to share on facebook or watch a video to earn extra coins.
Level controller will controller which level we want to play, and our loading screen will play a nice transition when we go in our game play.
In this lecture we will create our gameplay UI - our joystick, shoot button, level timer, live timer, score and other stuff.
Game play controller will control the workflow of our game, he will restart the level when the player dies, he will keep track if the level time has reached zero, he will even prompt us to watch a video and earn extra lives if our player has no more lives left to continue the game.
Second part of our game play controller.
Third part of our game play controller.
The previous movement that we programmed for our player was for keyboards, now we will program the movement for mobile devices.
Finally we are ready to test our game on a real device, and we are going to do so using unity remote.
Continuing the script of our player script.
Adding new stuff to our ball script.
In this lecture we will take a look at what approach can we take to design our levels.
Before we integrate in app purchase, facebook and google play game services, we need to download 3rd party plugins which enable us to implement those features in our game.
Now we will import and configure our third party plugins in our project.
The First thing that we need to do when creating in app purchase with soomla, is that we need to prepare purchase items or items that we want to sell to our user.
Social media controller will control our facebook logging and sharing, and it will also control our in app purchase.
Second part of our social media controller.
Testing facebook connection and in app purchase on a real device.
Sharing on facebook and giving our user his reward for doing that.
Leaderboards controller will control our achievements and score and post it on google play.
Ads controller will control our video and interstitial ads and display them to our user.
Final test of our game to see that all of what we implemented actually works.
Tips about what you need to do when you want to publish our game on google play.
Tips about ads when you want to publish your game.
Some performance tips that can speed up our game, and also some physics tips if our physics system behaves strangely.
Some tips about how can we support multiple screen resolutions and sizes.
Learn to script keyboard controlled player movement in Unity by using a rigidbody velocity, horizontal input, and a max velocity to cap speed, including facing direction.
Prepare collectibles by setting up sprites with colliders and triggers, trigger collection events, play audio clips (including 3D sound), and destroy or deactivate the item after a four-second delay.
Create responsive menus in Unity with OnGUI using separate textures for each button and a music on/off toggle. Resize textures for multiple resolutions and compare OnGUI with prefabs on mobile.
Learn to implement Unity player preferences by using static keys to store and retrieve music state, difficulty, camera speed, and game resume data between sessions.
Create music on/off buttons that control the audio source, persist the choice with player preferences, and preserve music across scenes using don't destroy on load.
Set up a high score menu with two score decks and font setup, using game preferences static methods to reflect easy, medium, and hard difficulty.
Learn to integrate ads into a Unity Android project by importing the Google Mobile Ads plugin, configuring AdMob banner and interstitial units, and testing on a real device.
*** The Course Is Updated With New Lectures Which Makes It Easier For Beginners To Understand Programming Concepts ***
*** All Games Are Created In Unity Version 5+ ***
*** The code works on the newest Unity Version ***
*** The Course Is Updated With All New Unity Features ***
Enroll Now And Become A Master 2D Game Developer
With the release of Unity 5 building games was never easier!!!
This is a course I wish I had when I first started to learn game development.
The course is completely project based, and we are going to create 6 fully featured games from scratch using Unity Game Engine.
We will start with simple things so you will be comfortable if you are using Unity for the first time.
You will also benefit from my super fast response if you have any issue that you are stuck with(I check Udemy forums every day if someone posts a question). Oh and all the students taking the course will also be there to help you!
All project files will be included and you are free to use them for anything that you like, personal or commercial use!
Lets take a look at the games that we are going to create inside of this course:
We are going to start with a simple game that I call Jack The Giant. In this game we are going to help Jack climb down the beanstalk, along the way we can jump on white clouds but we need to avoid dark clouds. Besides of creating our gameplay we are going to create menus, implement background music, implement admob ads and much much more.
The next game that we are going to create is Flappy Bird, and I know what you are thinking oh not another Flappy Bird clone, but this is not a regular Flappy Bird clone, oh no, I've added a lot of features that you can't find in any other flappy bird clone such as selecting a bird(choose between different flappy birds), implementing tweeter and many other features that you will see inside of the course.
After Flappy Bird we are going to create one of the most popular games out there - Infinite Runner!! In this game we are going to see how can we implement features such as quads to represent our backgrounds, spawning obstacles and destroying them, recycling obstacles, implementing google play game services and much much more.
Next game that we are going to create is going to be a 2D Plaformer game that I call Spider Cave. In this game our player is able to fly and he needs to collect diamonds in order to exit out of the level, what he needs to avoid though are the spiders that lure inside the cave. We are going to have a spider shooter who shoots our player, spider jumper who tries to eat our player when the player is above him and spider walker who simply walks left and right. For the first time we are going to implement simple AI(Artificial Intelligence) in our games, and you can use these techniques in your own games that you will create!
After our spider cave we are going to create a nice puzzle game, which a kids game. In this game we are going to implement a lot of features such as creating the whole game in one single scene!! We are going to see how can we compare images to each other in order to check if we have a correct guess, we are going to use the mechanim system a lot in this game in order to animate our menus, that and much more awaits you in this lecture.
The final game that we are going to create is a game that is called Ball Panic. This is the largest game that we are going to create in this course and the game covers a lot of topics everybody is interested in, such as creating a level and character lock/unlock system, creating weapons menu in order to select a weapon for our player, creating level menu and unlocking those levels, implementing video and interstitial ads and in app purchase, that and much more awaits you in this lecture.
What You will learn
That And Much More Is Awaiting You In This Course
What this course DOES NOT cover :
The course teaches everything from basic to more advanced stuff on how to plan, design, develop and publish your game, however the course WILL NOT teach you every single aspect of Unity and how to use it because it's impossible to teach everything.
Using what you obtain in this course, you will be equipped with more than enough knowledge in order to continue improving yourself in the field of game development, using Unity or any other game engine.
If You ever had an idea for an awesome game, then enroll in this course and learn the tools that you need to develop Your next hit game!!!
What Is Your Risk By Taking This Course?
Nothing!! If you are not satisfied with the course, I promise I will give you a full refund of your money NO questions asked!!
Enroll Now!! You Will Not Be Disappointed!!