
Learn to add a third person controller and a follow camera in Unity by importing character assets, placing a ground object, and configuring a camera to follow the player.
Create and reuse projectile prefabs in Unity by turning spheres into rigid bodies, removing the launcher collider, and scripting a method to propel them through the air.
Create a launch script that instantiates the ball prefab when the K key is pressed, placing it at the launcher’s position with quaternion.identity rotation, then apply force to propel it.
Instantiate a new projectile on key press, cast it to a game object, and apply forward thrust via its rigidbody using transform.forward to launch toward the player.
Build a Unity launcher that always faces the player, uses a public Target, and fires on pressing K, with plans to automate firing later.
This lecture demonstrates automatic firing in Unity using a timer to shoot every two seconds, destroy objects after three seconds, and expose timer in inspector with prefabs and rigidbody physics.
Create explosions on collisions by spawning explosion prefabs at impact and using particle systems to visualize effects, then update and reuse prefabs in the scene.
Set up a platform game with a start and end, place collectible objects, use prefabs with a pick me up tag, and implement a collection script.
Set up the environment in Unity, implement collecting items by detecting collisions with tagged objects, increase the score, and destroy collected objects to verify the feature.
Develop a small level where players collect items and increase the score. Destroy collected objects, display a level end message, and ensure on-screen score updates.
Implement a four-item collection win condition, respawn the player at the start when hit by enemies or projectiles, and test with colliders and a launcher.
Learn to fix Unity platform collisions by replacing the capsule collider with a mesh collider, keeping the character on the platform when hit by projectiles, and prepare launcher setup.
Duplicate launchers using prefabs to create four launchers and set a shared target. Swap explosions for smoke by configuring the polytunnel prefab and adding ground-smoke effects.
Learn to add a user interface in Unity, display on-screen score and messages as players collect items, and wire up UI text with prefabs and basic testing.
Explore building a simple first-person shooter scene by using prefabs and a target cube, customizing textures and materials, and preparing color-based detection with a future recasting step.
Cast a ray from the player's camera through the screen center to detect objects ahead, using ScreenPointToRay with a debug red ray and adjustable distance.
Cast a ray to detect the object ahead of the player, retrieve hit information from the collider, and trigger effects like explosions or smoke.
In this lecture, you implement weapon firing in Unity by detecting the fire input, instantiating a smoke particle effect at the impact point, and wiring a crosshair UI.
Learn to manage ammunition in a Unity shoot mechanic by firing with the F key, decreasing ammo count, and enforcing firing only when ammo remains, with feedback showing ammo left.
Learn to manage an NPC's health in Unity by applying damage when hit, updating health, and destroying the target as health reaches zero.
Manage the NPC's health by decreasing the target's health, triggering smoke effects, and destroying the target after a short delay when health falls below zero.
Learn to implement ammunition collection and target destruction in Unity using a first-person controller, with collision detection, prefab management, and ammo increment logic.
Refine collision detection by replacing name checks with tag checks across prefabs, propagating changes to all targets, and prepare future city gameplay with an inventory to swap weapon types.
Develop a weapon management system by building an inventory of weapons, defining weapon constants, timers, and properties such as name, ammo, and maximum munitions to control firing and weapon switching.
Develop a weapon management system by defining variables, constants, timers, and arrays for guns and grenade launchers, initializing weapons and ammunition, and enabling weapon switching with current ammo.
Cycle through weapons with the tab key in Unity, implementing a weapon management system that handles gun, grenade launcher, and automatic gun, and displays the current weapon and ammo.
Switch between weapons with the tab key, display current weapon and ammo, check ammo > 0, and decrement ammo when firing, printing remaining ammo, with a timer planned.
Explore how to implement a weapon management system in Unity in part 5 of the course Unity from zero to proficiency (intermediate).
Master weapon management in Unity with part 6 of the weapon management system series, designed for intermediate learners building toward proficiency.
Develop a weapon management system in Unity, display the current weapon and munition count in a UI text element, and update it every frame while adjusting layout and styling.
Design and refine a weapon management system in Unity, collecting ammunition, updating the user interface for weapon and ammo counts, and handling gun and grenade launcher types with collision-based pickups.
Explore a Unity weapon management system that handles ammo pickups for guns and grenades, using prefabs, collision scripts, and tags to manage labels, gun types, and grenade launchers.
Create a grenade launcher in Unity by building grenades and prefabs and wiring a fire-and-instantiate workflow. Connect it to the first-person controller and test aiming, physics forces, and ammo behavior.
Implement a grenade system in Unity by linking a grenade prefab to a launcher, triggering explosions after a timed delay, destroying grenades after several seconds, and testing via the console.
Launch grenades that explode after a delay and detect targets within a five-meter radius using a physics overlap sphere, then damage their health and destroy them.
Build and test a grenade launcher in Unity, adjust explosion timing and smoke, and create a weapon management system with multiple ammunition types and real-time timing.
Explore finite state machines in Unity to control an NPC's behavior, from entry to idle to follow player, using transitions, layers, and boolean or trigger parameters.
Learn how to access and control a Unity state machine from C#, create two states with condition-based transitions, and drive animator parameters to manage NPC behavior.
Learn to control an NPC with an animator controller in unity by scripting transitions between states and testing a cube NPC setup.
Learn to use Unity NavMesh navigation and finite state machines to switch between idle and follow states, enabling an NPC to follow the player, set destinations, and stop.
Learn to use raycasting to detect when the player is in front of an npc and trigger follow behavior, with debug rays and line-of-sight checks.
Learn to add and configure a 3D animated character in Unity, including importing a character, fixing textures, organizing animations, and wiring up a controller and FSM.
Learn to add and configure 3D animations in Unity, calibrate an NPC to follow the player using walking and look animations, adjust colliders, and test animation loops.
Learn to build an NPC attack behavior by detecting the player within reach, calculating distance, and triggering attack animations as the player stays in sight.
Reuse and duplicate weapons and scripts from the previous section to empower the player in Unity. Align health, collisions, a crosshair UI, and NPC targeting with prefabs and ammo management.
Reuse a script from the first section, troubleshoot during integration, attach the weapons component to the player, test ammunition and firing, and prepare NPC interaction in the next section.
Reusing scripts from the previous section, this lecture demonstrates implementing a capsule collider for an NPC, enabling destruction, and managing grenades in a first-person setup.
Create and manage an npc state machine by adding a died state, and transitions from any state to hit and then to die based on health to trigger death animations.
Link missions to NPC states such as heat and cold, create die and heat states with transitions, and simulate parameters like health and gold to trigger state changes and animations.
Create heat and low health states in a Unity FSM, wire transitions with public script methods, and trigger them from a controller to manage NPC health and death.
Implement transitions to return an NPC to idle after being hit by using distance to the player and health thresholds as conditions.
Build a player health system in Unity where an NPC damages the player at specific loop intervals, updates health through a public decrease method, and initializes health correctly.
Implement a shoot state to make the NPC face the player and shoot, aligning direction, health checks, and distance to trigger attacks.
Attach a 3d handgun to the npc and link its shoot state to affect the player, then import, position under the npc, and toggle visibility.
Control a gun's visibility in Unity using state and transition logic; activate the gun during shoot transitions to the player and keep it hidden otherwise, with initialization.
Develop a lives system where NPCs deal damage, reduce player health, and restart the current level when lives reach zero, with plans to display and save remaining lives.
Learn how to reload a Unity scene while preserving the player, manage health and lives, and prevent duplicate players using Awake, start, and tagging for scene persistence.
Learn how to add health packs in Unity, reuse prefabs, set up collisions, and implement health increase when the player collects a pack, with color customization and user interface integration.
Learn to create a Unity user interface that displays lives and health, wire text components, and update the UI with a script, balancing frequent updates with performance.
Create a screen-wide red flash overlay in Unity using a UI image that starts transparent, stretches to cover screen, and fades out after NPC hits, while showing lives and health.
Implement a red screen flash that starts transparent, becomes red when hit, and fades the alpha over time using an update loop on an image component.
Create and reuse Unity prefabs for UI, player, and NPCs, then amend scripts to display or hide guns using the NPC transform hierarchy and FSM guidance.
Create a reusable level by building walls and ground in Unity, duplicate elements to populate the scene, and bake the navmesh for walkable areas.
Drag and drop the player and UI into the scene, add prefabs like grenades and NPCs, and run the scene to test weapon, animation, and smoke effects.
This lecture demonstrates verifying that an NPC's gun displays properly in the scene, showing the gun appearing when fired and disappearing afterward, with UI adjustments for clearer visibility.
learn to add starting and ending screens in Unity, create win and lose scenes, configure text and colors, manage scene loading, and prepare for a scoring system.
Implement a collectible pickup system in Unity that increases score on collision with tagged items and triggers a scene change when the threshold is reached, with safeguards for missing objects.
In this course, you will become proficient in C# and some of Unity's core features, by creating a First person Shooter that includes a 3D environment, intelligent Non-Player Characters, and special effects.
In the first section of the course entitled "Adding Simple AI, ", you will use C# for the creation of a simple launcher. You will learn to instantiate, use and control Rigidbody objects from your script as well as creating explosions.
In the second section entitled "Creating and Managing Weapons ", you will learn to create and manage weapons using a simple inventory system. You will create an automatic gun and a grenade launcher, manage the collection of ammunition, and also implement a user interface to keep track of ammunition. In addition, you will also learn how to include these as prefabs, so that they can be reused in other levels, and to save you some coding too.
In the third section entitled "Using Finite State Machines", you will get an in-depth explanation of how to create and use Finite State Machines (FSM) in Unity. You will create your FSM and use it to control the behavior and movement of an animated Non-Player Character. You will also learn how to employ NavMesh navigation so that your animated NPCs can navigate easily within the scene to either follow the player or go to a specific location. Finally, you will learn how to optimize your assets so that they can be reused seamlessly in other scenes with no or little changes.
The last section called "Putting it All Together", makes it possible to combine the skills you have acquired in the previous chapters, and to reuse and combine all the objects that you have created so far (e.g., NPCs, weapons, inventory systems, ammunition, etc.), and the concepts (e.g., FSM, NavMesh, RigidBody components, User Interface, etc.) that you have mastered, to create a fully functional level.
After completing this course, you will become proficient in the following areas:
C# programming
Rigidbody Physics.
Objects' Instantiation.
Animating 3D characters.
Artificial Intelligence for Non-Player Characters
Mecanim and Finite-State Machines.
Prefabs Creation.
Inventory System.
RayCasting.
Collision Detection.
User Interface Creation.
Persistent Objects.