
In this lecture we will talk about the download of Unity and we will create our project.
In this lecture we will talk about objects in unity and their components.
In this lecture we will create our own component in the form of a script, which we will be using for all sorts of object manipulation later on.
In this lecture we display a text message to the player through a User Interface.
Create a countdown timer in Unity by using a public float timer, updating it with delta time, and displaying the value on a canvas text.
Display a real-time clock in Unity by using the system time to show hours, minutes, and seconds as text, then refactor into a create clock method for readability.
Explore Unity UI image components, select source images, adjust color and material, and compare image types—simple, sliced, tiled, filled, radial 360—while applying canvas scaler for responsive mobile displays.
Create a Unity UI toggle with a label, background, and checkmark to reflect on/off states, and bind it to a script that starts or stops a clock.
Explore Unity UI dropdowns, populate options, and connect them to a script to adjust a cube’s scale at runtime through selectable presets.
Learn to create and configure Unity UI input fields, set placeholders, content types, and character limits, and use on value changed to update on-screen text in real time.
Finish the Unity UI by exploring canvas, panel, and scroll view with viewport content, while configuring the event system and buttons for smooth, dragging, elastic scrolling.
Learn to code in Unity with C#, create a scene, attach a MonoBehaviour script, use Start and Update, and expose public fields to the inspector.
Explore while and do while loops, where do while executes at least once and while loops run while the condition holds. Unity demonstrates decrementing numbers and avoiding infinite loops.
Explore the C# switch statement by switching on a string name, using cases and a default with break, and logging results.
In this lecture we set up our canvas to be ready for our Calculator.
In this lecture we will create a simple calculator script that will later be built on to create a more complex calculator.
In this lecture we add some finishing touches to our calculator, we also add more operation options.
In this lecture we test how our calculator runs in browsers.
In this lecture we will import assets that we have created for our students. We will use these assets to create a 2D sidescroller.
In this lecture we set up a script that will allow our character to run around in the world.
In this lecture we set up an Animator to control all the different animation states that our Player has.
In this lecture we give our player the ability to Jump by applying force to its Rigidbody. We also add a check for when he is grounded.
Add a dedicated falling animation and set up idle and walking transitions to falling using isGrounded, then improve jump feel by adjusting upward velocity under gravity.
Create a bullet prefab, spawn it from the player at left and right shooting positions, and set its velocity with a Rigidbody2D.
Implement a reusable timer to destroy bullets after a set duration and instantiate a non looping particle burst on destruction. Apply particle effects with prefabs and manage object lifetimes.
Set up a space invaders style ship in Unity by importing assets, creating a player object, and coding left, right, up, and down movement with delta time and boundaries.
Change the camera projection to orographic and adjust its size, then add a serializable map limits class with min and max x and y, and clamp ships within bounds.
Develop shooting in Unity by creating a friendly bullet prefab, defining spawn positions, and using power ups to shoot from multiple points with instantiated bullets and velocity.
Add power ups and power downs in Unity by creating trigger objects, tagging them, and updating player's power to a max of three with destruction on pickup and adjusted shooting.
In this lecture we will import enemy ship models and prepare them for future use.
Learn to make enemies take damage from friendly bullets by reducing health on collision, spawning a particle effect, and destroying the enemy when HP reaches zero, with bullet destruction.
spawn enemies within defined map limits by instantiating prefabs at random x and y positions, applying a death timer and correct rotation, controlled by a dedicated game controller.
Polish enemy ship movement by adding a boolean direction switch and x-boundary checks so the ship changes direction when it hits the map limits, with the script updated accordingly.
Implement high score tracking with player preferences, spawn power ups and power downs on enemy death using random chances, add particle effects, and finish with polish and an executable.
In this lecture we will talk about the various lighting methods in Unity.
In this lecture we will talk about Post processing in Unity and how we can create breathtaking scenes with ease.
In this lecture we will continue exploring the Post Processing Stack.
In this lecture we will create a First Person Controller script, that will allow our character to move around in the world.
learn how to build a simple first-person camera movement script in Unity, enabling mouse look, rotation of the camera and player, with smoothing and sensitivity settings.
In this lecture we will learn how to implement Occlusion Culling in our game to vastly improve our performance.
Learn how to create video games with Unity and C#.
Even if you are a complete beginner or experience Unity user this course will offer a lot of useful information about game development.
In this course we will explore Unity from the ground up, taking a look at the Unity UI system and how we can use it effectively in our games.
Then we will continue into 2D game development and speak about game feel / game juice, generally how to make your game feel good.
Finally we will speak about the importance of lighting and post processing in video games, we will create a First Person Game and teach you some good game development practices, like Occlusion Culling, which is a must know technique if working with 3D Game development.