
Watch the course trailer to preview practical Unity development techniques for building fully featured games.
Explore portals gameplay in Unity to build fully featured games, applying practical techniques from the practical Unity developer academy.
Master ninja gameplay mechanics in Unity to design fully featured games as part of the practical Unity developer academy.
Download Unity personal version, run the installer, review the license, and enable the editor and assets package to prepare Android and WebGL builds.
Create and organize a new 3D Unity project, explore the editor windows (scene, game, inspector, project), manage game objects and transforms, and set up the main camera for gameplay previews.
Learn how to create and attach a C# Unity script to a game object, use MonoBehaviour with Start and Update, and print Hello world to the console for debugging.
Learn to declare and assign variables in Unity, use public vs private access, and print results with Debug.Log. Practice string, number, and boolean variables, and master operator precedence with parentheses.
Learn to organize unity scripts by declaring private methods with void returns and parameters. See how to print messages and sum numbers using add, with clear method scope and returns.
Explore how to move a Unity game object by manipulating the transform, using vector3 positions, speed, and delta time, with practical steps from the positioning lesson.
Import standard assets from Unity, enable first person mode with the first person character, and build a simple level using floor and walls with prefabs and materials.
Activate physics by adding a cube with a rigidbody, allow collisions and gravity as the player interacts, then save the scene to preserve changes and rehearse dragging cubes later.
Implement clicking logic in Unity by creating a simple player controller to drag nearby cubes, using get mouse button and get mouse button down, and adding explanatory comments.
Learn to implement raycasts for shooting and grabbing in a Unity first-person setup, using origin, direction, and hit data to interact with objects.
Create and rename scripts for a box and a grabbable object, with a behavior extension and get component checks to detect grabability, then print grab as you test.
Learn to track the held grabble object with a private variable, implement hold and release methods, and update its position 1.5 units in front of the player while toggling gravity.
Learn to hold and release objects in Unity, manage colliders and gravity, and apply forward-based throw force. Create and update prefabs for consistent scene gameplay.
design a simple Unity button and its base, using a box collider to detect stepping on the button, animate the button, and open the door in a puzzle level.
Learn to implement trigger colliders and button logic in Unity by writing a pressure button script that uses OnTriggerStay to detect overlaps and log the colliding object's name.
Add a capsule collider to the player, adjust its height, and enable the trigger to detect when the player or a grab object sits on button, triggering pressed in play.
Animate a Unity button by moving it down to simulate a press and optionally color change, using a model reference, a target position, and Vector3.Lerp with Time.deltaTime.
Learn to make a responsive Unity button by accessing its material and toggling color between green when pressed and red when unpressed using on press and unpressed methods.
Design a simple door by modeling walls, resizing and duplicating parts, and assigning door materials and contrasting columns. Set up a ceiling and multiple lights, then implement the door-raising logic.
Build a door in Unity by scripting a trigger-driven door that opens and closes with a pressure button, using lerp to move the model toward target positions with local positioning.
Organize a Unity project with clean hierarchy by linking a pressure button to a door through a trigger object, configuring on press behavior and the target object.
Design and implement a collectible orb and interactive door and pressure button as prefabs in Unity, connect triggers and a game controller to advance to the next level.
Define portal areas on walls with a trigger collider and a portal area prefab, attach the s_portal_area script, then test functionality across walls and adjust collider sizes.
Perform a recast to determine what the player is looking at, check portal area, and spawn portals at a valid hit point while managing interactions to prevent grabbing.
Create portal objects in Unity with a thin cube and two materials, then spawn two portal prefabs, track them in a portal list, and swap between them.
Learn how normals define the surface direction in Unity, use the hit point and the normal to orient portals, and place portals on walls and ceilings for teleporting between areas.
Learn to implement portal teleportation in Unity using trigger colliders and on trigger enter, then move players to the exit portal with an offset and forward vector to prevent reentry.
Adjust teleporting angles by adding a copy rotation method to the first person controller and mouse look. Copy portal rotation with quaternion tweaks to align camera and player after portals.
Create and configure render textures for two portals, attach cameras, and swap textures at runtime to render each portal from the other, enabling real-time portal visuals and gameplay interactions.
Learn to build a dynamic in-game user interface in Unity by using a canvas, instruction and timer text, fonts, colors, and anchors, plus a crosshair and end level messaging.
Create a main menu in Unity by saving scenes, turning the orb into a prefab, and wiring a simple UI with a title and instructions to load the game scene.
Rename the game scene to level 1, update lighting and build settings, duplicate to level 2, and convert the player to a prefab for consistency.
Rework portal spawning to use the camera position, test across setups, and build strong walls. Create a box-piling puzzle to reach the orb and trigger doors.
Design and implement a level flow system with a singleton level manager in Unity to control level loading, progression, and end-of-level timing.
Learn Blender, a free 3D modeling tool, and master essential navigation, selection, and camera controls. Build and edit a cube through edit mode, extrude, edge loops, and the mirror modifier.
Model a portal gun, building a handle, barrel, and monitor with extrudes and edge loops. Use a mirror modifier, bevels, and smoothing to finish as a texture-ready prop.
Unwrap a gun model by marking seams, unwrapping UVs, and wrapping pieces for clean texturing; adjust seams, mirror halves, and prep textures in an image editor.
Texturing the portal gun base colors with metallic silver gray, turquoise energy lights, black handle accents, red button, and a green monitor, then export textures for Photoshop.
Export portal gun uvs at 2048 by 2048, adjust fill opacity, and save iterations while retaining the base colors coded on the gun, preparing textures for Photoshop.
Texture the portal gun UV map in Photoshop using brushed steel and rusted metal textures, duplicating and transforming layers to create cohesive, detailed surfaces.
Create a fully featured button asset by modeling a cylinder, beveling edges, and applying materials, while practicing snap, scale, extrude, and shading techniques.
Learn to unwrap the bun button uv, project from view, fix distortion by adjusting edges, and export the uv texture at 2048 for textures and game assets.
Apply a brush steel texture to a button in Photoshop, convert a horizontal texture to a circular shape with polar coordinates, then refine with selections and save.
Upload a texture and generate maps, including a normal map, then tweak metallic color and diffuse texture to preview reddish reflections under lighting, and save the material.
Build and arrange cables around a room by creating, scaling, snapping, and UV unwrapping cable segments, aligning them into a four-by-four grid, and merging vertices for seamless connections.
Add a textured look to the four cables in Photoshop by painting black for depth and a yellow highlight, then refine with selections and save the texture.
Use crazy bump to create specular and normal maps for cables, adjust metallic color and brightness for a yellowish dark look on a flat surface, then save the spec map.
Model a weighted energy cube by beveling edges, extruding faces, and applying materials and colors to form a containment unit with an energy cell aesthetic.
Create modular wall pieces for the Port-Au game by building an 8x8 grid wall, using snap mode, adding grooves and center loops, and applying textures for a clean cement look.
Unwrap and texture the wall and floor pieces using a front orthographic projection from view, mirror the uvs on the x axis, and export to Photoshop or Unity.
unwrap walls and floors, set the UV layout to 2048, save textures in a textures folder, and export wall and floor as separate objects for Unity to keep colliders manageable.
Transform textures into normal maps from diffuse maps, adjust intensity, and create specular maps to control shine. Apply these maps in Unity to preview lighting on walls and floors.
Texture floor sets in Photoshop by creating a seamless concrete texture, adjusting the UV, offsetting, healing seams, applying a black-and-white filter, merging layers, and exporting as PNG for Unity.
Texture a wall asset in Unity by blending brush steel, white stucco, and dark cement textures from Photoshop, export and apply.
Model glass doors for a game in Unity, using grids, snap, bevels, edge loops, and mirror modifiers, then prepare textures and unwrap.
Unwraps and textures blast doors with front orthographic projection, uses a mirrored wrap to share textures across pillars, and exports as fcx for painting in Photoshop.
Export the door with a 2048x2048 UV layout, tweak textures in Photoshop, and export the object for unity, ensuring correct selection and no mirrors.
Texture a door in Photoshop by applying metal and concrete textures to a UV map, adjusting opacity and blending. Create and export diffuse and specular maps for Unity use.
Fix door UVs and wall textures by unwrapping from a projected view, adjusting scale, mirroring UVs across sides, and exporting textures for a seamless, fully featured game asset.
Convert a diffuse map into a normal map with crécy bump, import diffuse, normal, and specular maps into Unity, and create a material to adjust smoothness for cement textures.
Create and apply a wall material in Unity, using diffuse, metallic, specular, and normal maps for cement-like texture. Adjust smoothness and color, place textures on walls, and duplicate as needed.
Create and apply a floor material in Unity, configuring diffuse, specular, and normal maps, adjusting seams and lighting to achieve a wet cement floor look.
Have you ever wanted to make your very own games? Well, you've come to the right place!
After purchasing this course, you'll be taken step-by-step through every process needed to do just that. Learn how to build a Portals Clone RPG and Ninja Survival Mobile Game.
Our 2 talented instructors, Kevin Liao and Glauco Pires, explain everything from a basic, beginner level. That means, you don't have to have any prior coding or digital art experience to succeed here.
Glauco Pires will take you through the process of coding a game in Unity® from scratch.
Kevin Liao will teach you how to create all the artistic elements you will need to complete the game. Kevin will teach this section of the course in Blender, the wonderful and free 3D modeling program. The final section will teach you how to integrate the art you created in Blender to the game in Unity®.
Included in this course is material for beginners to get comfortable with the interfaces. Please note that we reuse this content in similar courses because it is introductory material. You can find some material in this course in the following related courses:
The beauty of taking an online course like this is the ability to replay any of the lectures at any time. There is no time limit or final tests. You get to learn at your own pace with a practical model method of learning.
This course is project-based, so you will not be learning a bunch of useless coding practices. At the end of this course you will have real-world apps to use in your portfolio.
Taking this course means that you learn practical, employable skills immediately.
Your purchase includes 6 webinars recorded by Nimish Narang from Mammoth Interactive (normally $64): Intro to Kotlin: Java’s Replacement for Android App Development, Intro to Android Studio and Java, Core Data: Learn to Use Xcode’s Database, Google Maps and Xcode: Build a Maps-Focused Project, Parse JSON Data: Build a Weather App, and Intro to SpriteKit Games: Build a Simple Pong Clone.
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