Getting Started with Unity 4 Scripting will explain everything that you need to know; from the basics of the Unity game engine, through to how the component system and Input Manager works. Learn how to create a custom GUI and set up basic AI pathfinding systems, and progressively cover more advanced topics such as inter-communication between the different languages that the Unity game engine supports.
With this video course, you will learn about render loops and basic entry point functions that the Unity engine exposes, followed by the component system, Input system, Gizmos, character controllers, and GUI Scripting. This video course culminates by teaching you about the AI system and the script compilation orders that the Unity game engine provides, as well as all the basic components that comprise a good game.
Learn everything you need to know about how scripting in Unity works; everything from exposing variables in scripts, entry point functions, render loops, and colliders, including how to make them work, to an in-depth introduction of the component system and its intricacies. Discover how to add, remove, and create custom components, as well as about the anatomy of the Input, GUI, and Gizmos system, how they work, and how they behave in tandem.
By the end of this course, you'll be knowledgeable enough to create any basic game by harnessing the power of Unity.
Visualize/change data in your scripts.
This is the first place where code in Unity gets executed when scripting.
Visualize the different usages of the render loops in Unity.
Be able to do something when a collision or a trigger occurs in Unity.
Learn about the different callbacks that are available for the mouse when it interacts with a game object.
Be able to modify game object’s functionality by adding/removing Components.
Be able to call another scripts that are attached in the same game object.
Be able to modify any Unity component.
Be able to access and modify any component in game object from any script.
Be able to access all the components in a parent and the children game objects of a game object
Be able to access the Input Manager easily and know the different parts it has.
Be able to access the Input Manager using scripts.
Be able to know when to use a button/key or when to use an axis depending on what is being programmed.
Know the different stages a key has and how to access them.
Know the different functions the mouse offers and how to use them in the scripts.
Be able to know the gizmos utility and when to use it.
Be able to create custom gizmos and speed up development.
Be able to visualize data from variables in custom scripts in your gizmos.
Be able to see raycasts when casting them in play mode.
Be able to intercommunicate and make gizmos react from other components.
Be able to know the values a character controller has and when/how to tweak them
Be able to use from your scripts the character controller and play with it in the game.
Be able to connect the Input Manager and make the character controller move.
Use the main camera and the character controller to quickly create a first person controller.
Be able to create a third character controller easily and animate it on sync with the Input Manager.
Be able to crate a GUI with the available controls.
Be able to script a custom GUI by manually placing it.
Be able to speed up development by letting the engine place the GUI system automagically.
Be able to mix key presses with GUI rendering without the problem of the several calls per frame on the OnGUI render loop.
Be able to dress your created GUI.
Be able to add costs to different meshes, bake meshes, and set up the basic variables when baking a mesh.
Be able to modify and create a NavMeshAgent component with all the variables it has.
Be able to connect different meshes with OffMeshLinks in order to make them navigable.
Be able to give life and move NavMeshAgent components and interact with the OffMeshLinks components that where exposed in the past sections.
Be able to modify OffMeshLinks components and move different agents in the sandbox.
Be able to execute scripts in specific order.
Know the compilation order of the Unity engine in order to be able to mix languages if necessary.
Learn about the functions execution order in order to organize the scripts logic.
Learn about JS and C# and their basic syntax and how to make them work in the same scene.
Be able to call JS functions from C# code.
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