Develop your Unity skills further by exploring scripting and gameplay mechanics. In this course, Alan Thorn helps you understand the fundamentals of using C# scripts in Unity to build valuable gameplay elements, such as timers and moving objects. Then, you’ll move onto building a solid foundation for engineering more complex behaviors. By the end of this course, you’ll have established a firm intermediate knowledge of Unity.
This course will get you familiarized with the best practices for Unity 5.x and component based designs. You’ll also be able to improve your 3D modeling and animation skills. Testing and Debugging using different functionalities and techniques will also be incorporated in this course.
About The Author
Alan Thorn is a multidisciplinary game developer, author, and educator with 16 years of industry experience. He makes games for PC desktop, mobile, and VR. He founded Wax Lyrical Games and created the award-winning game Baron Wittard: Nemesis of Ragnarok, working as a designer, programmer, and artist.
He has written 20 technical books on game development and presented fifteen video training courses. These cover gameplay programming, Unity development, 3D modelling, and animation. He has worked in game development education as a visiting lecturer for the National Film and Television School, as a lead teacher for Uppingham School, and as a senior lecturer at Teesside University.
Explore how to configure Unity for scripting, and how to configure MonoDevelop for writing scripts.
Create a hello world application that compiles and works with Unity to display a debug message in the console.
See how to access and use the Unity reference documentation for creating functional code.
Explore local and world coordinate spaces, the transform component, and mover scripts.
Access the Transform Component and Position an Object.
Change the position of an object across time.
Animate an object's position over time using vectors
Transform an object consistently over time in a frame-independent way.
Access and count objects in the level, and determine a win condition.
Detect collisions between the player and coin prefabs.
Create a timer class for a countdown.
Create a user interface for displaying a timer countdown.
Update UI Text to display a countdown.
Display a firework particle system on completing the level.
Create an NPC that moves towards the player, and maintain a stopping distance.
Create an NPC that rotates to face other objects.
Complete an NPC mover that moves towards the player; maintain a stopping distance.
Detect player click input for selecting objects in the scene.
Generate a ray based on player input to detect object selection.
Determine object selection without code.
Create a Trigger object that allows codeless event handling for intersections.
Builds a script to transition from one scene to another.
Create a player-controlled character.
Create a player-controlled character with collision detection.
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