
Log in to the Unity Asset Store, import standard assets via the package manager, fix an obsolete script error, and use provided asset store props to add free assets.
Unpack downloaded zip archives into separate folders, organize FBI files and textures, then import into Unity and fix normal maps to prepare assets for the Unity zombie tower defence game.
This video shows how to prep and align prefabs for spawning, including setting pivots, scaling, colliders, and prefab overrides to ensure objects instantiate correctly.
Learn to capture polished UI thumbnails by setting up a camera and a three-point lighting rig, and using Unity's recorder to shoot 1920×1080 PNG screenshots of prefabs.
Create game-ready button graphics by editing images in a free online Photoshop-like tool, assembling them in layers, adding borders, and exporting as pngs for Unity.
Set up a Unity UI bottom panel by importing thumbnails as sprites, creating a canvas, and arranging buttons to select and place game objects like barbed wire fence and barricade.
Set up a test Unity scene with terrain and grass, create a glowing placeholder for placement, and configure post-processing to glow as you move the mouse.
Rotate the placeholder between horizontal and vertical placements using a boolean and a switch script, with the right mouse button toggling a 90-degree y-axis rotation via a public static variable.
Learn to wire UI buttons to spawn specific objects in a Unity zombie tower defense scene using an object array, a switch script, and a selected object index.
Use the Unity event system with IPointerEnterHandler and IPointerExitHandler to detect hover. Toggle a canSet flag to prevent spawning and plan a royalty-free click sound.
Learn to resize the placeholder in Unity by inspecting each object's mesh renderer bounds, unpacking prefabs, and applying a size reference to scale the placeholder with a Vector3.
Learn to switch between free placement and snap placement in a Unity zombie tower defence game by toggling a snapping flag with the spacebar.
Unpack and size items like dumpster, fence, gas bottle, gas tank, turret, and land mine; create horizontal and vertical variations with clear naming and tags for reliable spawning.
Align and verify spawning items in Unity by zeroing Y, adjusting heights, rotating models, snapping together, and syncing with the button set and switch script.
Learn to display and update item counts in a Unity zombie tower defense UI using amounts and text arrays, updating numbers as items are placed and stopping at zero.
Set up numbers for panel 2 and 3 by duplicating dumpsters, fences, gas tanks, turrets, land mines, bikes, spikes, and tires onto buttons, with 18 placeholders updating during play.
Create the first level terrain, border it with rocks and trees, set width, height, and resolution, configure the splat map, and place a wooden watchtower for the zombies.
Organize your level by grouping trees and rocks into folders to keep hierarchy clean, then mark rocks as static to enable batching with the same material for baked light maps.
Texture terrain by layering grass rocky albedo, painting rock details with normal maps, and adjusting brushes, opacity, and metallic values for a natural, varied ground before adding props.
Place and refine props on the map, repaint grass with adjustable opacity, apply auto LOD to stone piles and rocks, group into a props object, and test batching for performance.
Create a compact UI instruction panel in Unity, set its appearance and text (WASD, space, Z, X, snapping, rotate with clicking), and align the camera for the initial view.
Import six zombie assets into Unity, configure materials with albedo, metallic, smoothness, normal map, and ambient occlusion, and create zombie prefabs while adjusting lighting and rig settings.
Fix hair transparency with alpha cutout textures and apply material, then optimize zombie models with mesh decimation to create levels of detail (lods) for the Unity zombie tower defence game.
Discover how many zombies you can render on screen in a Unity tower defense game, monitor frame rate, triangles, and batches to optimize performance.
Learn to enable zombie movement using a nav mesh agent, bake a navigation mesh, and set a moving target to steer zombies toward a destination while tuning speed and rotation.
Zombies collide with a fence barrier using a trigger collider and push it until a set limit, at which point the fence becomes invisible and allows zombies to pass.
Apply not mesh obstacle to stationary objects to carve holes in the nav mesh, teaching the zombie to avoid barrels, boxes, and wrecks rather than walking through them.
Set up spikes and a saw as traps in a Unity zombie tower defence game, configure triggers and tags, adjust animations, and create a rotate script to spin the saw.
the turret script shows writing a c# script to target the closest zombie within 20 meters using an items array and zombie tag, with dying state and particle effects.
Learn to script zombie death in a Unity zombie tower defence game by using a death trigger, animation events, and an AI agent to stop and fade out dead zombies.
Learn to implement diverse zombie death styles in Unity using an animator with a death style integer (0–3) and fade events, tested with two turrets and multiple zombies.
Attach a 3D spatial audio source to gun turrets in Unity, loop a WAV clip, and control volume. Destroy turrets when ammo runs out, syncing audio with zombies.
set up a zombie spawn point and a spawn script in unity to spawn zombies at intervals from a defined point. test with barricades and weapons while tracking total spawns.
Standardize zombie setup in a Unity zombie tower defence game by copying components and values from zombie four to zombies two, three, five, and six, including prefabs and particle effects.
Import weapon assets into Unity, fix normal maps, and apply textures and materials for pistols, shotguns, rifles, and sniper textures, aligning UVs and normals for animation-ready arms.
Create per-weapon animated controllers in Unity, map draw, idle, shoot, and reload transitions with triggers, and test arm alignment and camera clipping for each weapon.
Tune animation transitions across weapons in the animator, fix clipping, and speed shooting with tight transitions for Beretta, SMG, 50 cal, grenade launcher, and sniper.
Create a universal gun script in Unity that manages eight weapons with arrays, ammo counts, and weapon-switch delays, while coordinating audio and animations for realistic firing.
Explore how to implement shooting mechanics in Unity: switch between weapons, handle submachine guns' continuous fire, and trigger shoot animations, sounds, and bullet count updates with left mouse button.
Learn to add muzzle flash and non looping particle effects to weapon prefabs in Unity, adjust duration, glow, size, and emission across rifle, shotgun, grenade launcher, and sniper setups.
Learn to control footstep sounds in a Unity first-person character by toggling a use footstep sounds boolean to enable or mute audio during movement and jumps.
Implement a camera-based raycast shooting system to hit zombie heads, using layers and tags, and manage multiple weapons with distance-dependent raycasts.
Build powerful weapons in a Unity zombie tower defence game by enabling shots to hit multiple zombies, collecting hits from a cast, and processing each hit.
Demonstrates using animation events to regulate firing: add a shot pause and shot resume script, gate shooting with a can shoot flag, and trigger weapon-specific turret shots for heavier guns.
Design a sniper scope texture in Photopea, creating a centered crosshair and black background, then export a PNG with a transparent background for use in Unity.
Learn to implement a sniper scope in Unity with two canvases, a sniper scope UI, and a crosshair. Zoom the camera with field of view and switch weapons via input.
Edit images in Photopea by copying and pasting assets onto a 1920 by 1080 transparent canvas, adjust opacity, remove backgrounds with layer masks or the magic wand.
Create a zombie spawn point graphic in Photoshop, export with transparency, and import it as a Unity texture to mark spawn locations.
Learn to navigate the map in Unity zombie tower defence by using first-person mode, clicking on terrain to reposition the player, and raycasting to place objects with camera override.
Create level folders and a level one template, enable the wood tower, prepare zombie prefabs, and populate 60–80 zombies by an on-off spawn system for faster rendering.
Create a trigger-based tower defense mechanic by adding a box collider, detecting zombie entries with an on trigger script, and decrementing the tower defense amount for each unique zombie.
Enhance the Unity zombie tower defence game by adding music and 3d spatial zombie sounds that trigger in first person mode, with adjusted spawn points, volume, and audio priorities.
Design and export level graphics for a Unity zombie tower defence game by creating level completed and level failed text overlays with stroke, background, color contrast, and PNG exports.
Configure spawn points to unleash roughly a thousand zombies, tune ammo and weapon loadouts, and set up land mines, fences, traps, and turrets, then test in play mode.
Tackle the final level, shed map with doubled zombies: 8000 zombies, 2000 per spawn point, spawning every 2 seconds, and 100 zombies every 2 seconds, with doubled ammo and clips.
Set up the level select and the main menus for the Unity zombie tower defence game, arranging level icons from prefabs, tweaking lighting and post-processing, and capturing menu screenshots.
Assemble tower sprites, create a padlock overlay, crop and resize the canvas to 1920 by 1080, and export PNG icons for Unity integration in a zombie tower defense game.
Handle level completion in a Unity zombie tower defense game. Update level unlocks, display a win message, pause before loading the next level, and reset saved state on awake.
Learn to build a functional main menu in Unity by configuring UI sprites, creating play, credits, and quit buttons, and wiring them to a level loader and quit function.
Export the game by adding a q key instruction to return to the main menu. Implement scene management through the main camera with the safe script across levels.
Export the game by configuring Windows build settings in Unity. Set the product name Kill All Zombies and add an icon.
Tower defence games are continuing to gain in popularity online. In this course I am going to show you how to create your own zombie tower defence game.
When I was creating this course I was initially thinking, should it be an overhead tower defence style game, or should it be a first person shooter style game. Well, when you have two great ideas, why not combine them. So this is a Hybrid of both overhead point and click as well as first person shooter.
The techniques covered in this course can be used to make any type of defence style games. Think of this as a template that you can use again and again and you can customise the game any way you like to realise your vision.
So what is covered in the course:
We develop a system for placing props into the level, with the ability to change items using an easy to create User Interface
Items can be placed freehand, or by pressing the spacebar, can be made to snap together either horizontally or vertically
Each item will have different purposes. Some will simply block the zombies, some will damage the zombies, some will blow them up, and in the case of the gun turrets, these will target and shoot the zombies
Once you have laid out your items the zombies will then begin spawning into the scene and you will enter into first person mode
You can change between overhead and first person modes to quickly navigate the map
We will setup a range of weapon types, ammo amounts and damage styles for each weapon, including sniper scope for the sniper rifle
You will have access to six zombies that I created for this course. You can use them in any of your other games too
The objective is to defend the tower. You must kill all the zombies on each level to unlock the next level
This course can be taken by anyone using the free Unity game engine. A basic understanding of C# code is suggested for you to make the most of this course. By the end of the course you will have another completed game in your portfolio. You will have developed your skills to an intermediate level and be ready to make your own Unity games.
So why not enroll today, and I look forward to seeing you in my course.
Thanks to the artists from Sketchfab for their 3D models used in this course