This course will teach you the basics of the Unity 3D game engine, assuming absolutely no prior knowledge.
What makes this course unusual is that we will focus on a barebones practical example and actually build a game together. Despite the simplicity of the course, you will create an entire playable game for two players.
You will also build everything for this simple game during the course. There is no copy & paste or importing of prepared assets involved, you will learn every single step that goes into the game. The only thing you need that is not included in the course is the Unity 3D software itself.
I will be adding close captions to the course (the first three lectures are already done), and the course will be expanded with additional lectures pointing you in the direction of more advanced topics.
A short(!) introduction to the Unity 3D interface. Starting with how to start a new project, I will show you the main elements of the Unity editor window and explain their purpose. After this lesson, you should take a few minutes to explore the interface for yourself.
Defining the goal, a look at the game we are going to build. This short interlude does not teach you about Unity. But no matter which game engine, having a clean vision of your goal is essential to making a game.
Adding the basic elements of the game. This lecture teaches you how to create new game objects and how game objects work in Unity. You will also learn what components and materials are, as well as the difference between game objects and assets.
Physics in Unity 3D. In this lecture, you will learn the basics of the built-in physics system, how to apply physics to an object and how colliders work.
A short reference of the most important methods and variables to use with a Transform.
How to keep everyone on the playing field. In this lecture you will learn two ways to limit the movement or actions of objects in your game. One through colliders and physics, and one through scripting.
What good is a game if you do not count points? Here I will teach you the various ways in which game objects in Unity 3D can communicate with each other. You will also learn about trigger colliders.
What good are points if you do not show them? In this lecture, I will teach you the basics of the Unity UI system, the foundation of menues, text display, text input and more.
Turning your project into a standalone program or a webplayer. The complete your simple project, you will learn how to export everything as a standalone application.
We only touched the surface of the Unity UI in Lecture 10.Here we will build on that knowledge and learn about interactive UI elements, how to make the UI interact with the game by calling methods on game objects, and we will learn about direct key input.
With over 15 years of experience in Information Security, from the low-level technical implementations to the high-level management and compliance view, I offer the knowledge and understanding that you need to stay safe in the digital world.
Outside Udemy, I work as a consultant, speaker and occasional interim manager for all things security. Inside Udemy, I want to pass on my experience and expertise so future generations don't repeat the mistakes that the industry has made for the past 10 years.
I am a Certified Information Security Manager (CISM, verified link below) and I have numerous speeches, presentations and publications to my name. I have been Senior Manager IT Compliance for a large telecommunications company for many years, as well as a freelancer information security consultant. I also took an active part in making Security Enhanced Linux popular. Recently I advised a major government project on its information security.
In my spare time, I create games. From pen&paper roleplaying games to computer games, this has been my passion for most of my life. My main interest is games with a story, games with depth and meaning. But I'm also interested in game theory including the mathematics of the same name, and game philosophy, which yes, is a thing (book hint: "Finite and Infinite Games, James P. Carse").