The Complete Guide To Unity 3D : Making An Action Shooter
Published 2/2024
MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
Language: English | Size: 54.18 GB | Duration: 52h 59m
Published 2/2024
MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
Language: English | Size: 54.18 GB | Duration: 52h 59m
Level up your C# and Unity knowledge and create your very own Action-Shooter.
What you'll learn
Learn C#, a modern versatile programming language.
Develop strong and transferrable problem-solving skills.
Learn Object-Oriented Programming in Real-World Scenarios
Acquire a Comprehensive Understanding of Game Design Principles
Create playable game projects - good for your portfolio, or just for your own sense of achievement.
Write Clean, Maintainable Code and Design Scalable Game Architectures
Requirements
PC or Mac capable of running Unity 2020 or later
Basics of C# will be helpful, but not required.
Ideal for motivated beginners ready for a rewarding challenge.
Description
Ready to level up your game-making skills and step into the world of 3D game creation? Look no further than this comprehensive and standalone course, designed to take you through the process step by step, even if you have no previous experience in game development. I've even included a 1.5 - hour crash course for those who have zero knowledge in Unity. While it's better to have some experience and knowledge of C#, don't worry if you don't have it, because I'll cover everything you need to know to create an astonishing action-packed video game.A unique asset pack of 3D models was created specifically for this course. Once you complete the course, you can keep these along with the scripts you'll create and use them however you like.Throughout this course, you'll learn how to create a versatile player controller using an Entity Component System (ECS). You'll discover how to setup New Input System, how to animate 3D characters, manage camera controls, and understand the essentials of 3D physics, including colliders, mass, and velocity. Moving forward in the course, we focus on how to create an advanced and expandable weapons system, essential for any shooter game. This includes creating a variety of weapons and learning how to setup both the logic and animations for visuals to bring them to life in your shooter game. We're going to place a heavy focus on optimizing game performance and personal workflow to ensure the FPS doesn't drop below 120 and your project does not turn into an unmanageable disaster. At the end of each section, we'll clean up the project, and you'll have access to my projects for downloading. This allows you to double-check your work or start from a specific point of the course, if you wish to do so. In the next part of the course, you'll learn to craft challenging enemies for your game's enemies. We're going to create melee enemies with different weapons and attack sets who use shields for protection, dodge your bullets, and throw items at you. Ranged enemies can use covers to hide, throw grenades, and advance from different angles. We'll also introduce two bosses with unique abilities. All of this will serve as a great example for you to become very sophisticated in enemy AI design. Then, we're going to learn how to design procedural level generation. This system will allow you to create an endless number of levels, significantly reducing development time and ensuring that your game offers fresh, engaging content for players every time they play. To improve gameplay even further, we're going to develop a quest system. You will learn how to create different missions and setup different goals for the player. Next, we'll build a functional and scalable UI to bring your game to completion. Then, we're elevating the experience by integrating new gameplay element - CARS! You'll master creating a versatile car system, allowing you to fine-tune vehicle behavior in every way possible. We'll finish the course by adding an audio system and visual polish, making your game not only engaging and fun to play but transforming it into an immersive experience that's both visually stunning and audibly rich. This phase includes smoothing out bugs and enhancing mechanics, ensuring every aspect of your game shines and operates seamlessly. It’s about elevating your game's overall quality, ensuring it’s not just functional but exceptionally polished. After mastering these comprehensive skills and polishing your game to perfection, it will be time to celebrate your significant achievement. This course isn't just about learning; it's about recognizing the hard work you've put into transforming your dream game into reality!And there you have it! A journey from the basics to a fully polished, high-quality video game. And you can start that journey with a single click. Enroll in the course today and learn how to create games you've always wanted.
Overview
Section 1: Watch Before You Start
Lecture 1 Important to know - Mindset of the course
Lecture 2 Important to know - Crash Course
Lecture 3 Important to know - Q&A and Bugs
Lecture 4 Important to know - Before we begin
Section 2: Crash Course for Beginners
Lecture 5 Install Unity
Lecture 6 Basic tools, Windows and Components
Lecture 7 Creating Tank with simple shapes
Lecture 8 Execution order, Input and Movement
Lecture 9 Tank's rotation
Lecture 10 Tank's aim
Lecture 11 Tower's rotation
Lecture 12 Shooting bullets
Lecture 13 Setup small playground
Lecture 14 Collision detection and simple camera controller
Section 3: Character Development
Lecture 15 Setup testing ground and Character Import
Lecture 16 Setup New Input System
Lecture 17 Setup movement
Lecture 18 Setup gravity
Lecture 19 Setup aim
Lecture 20 Rig Setup and Animations
Lecture 21 Setup walk animation
Lecture 22 Setup run animation
Lecture 23 Setup fire animation
Section 4: Gun visuals and Animations
Lecture 24 Create weapon controller
Lecture 25 Setup weapon 3D model's
Lecture 26 Animation rigging - Setup
Lecture 27 Rig aim constraints
Lecture 28 Left hand IK - attach left hand to the gun
Lecture 29 Left hand IK - diffrent weapons
Lecture 30 Weapon animation layers
Lecture 31 Introducing layer sync
Lecture 32 Reload Animations
Lecture 33 Weapon Grab Animations
Lecture 34 Clean up
Section 5: Camera and Aim
Lecture 35 Setup Camera
Lecture 36 Camera Settings
Lecture 37 Player Aim and Decomposition of Player Movement
Lecture 38 Smooth character rotation - Lerp & SLerp
Lecture 39 Camera's Lookahead
Lecture 40 Decomposition of Aim and Camera
Lecture 41 Create a bullet
Lecture 42 Setup bullet's direction
Lecture 43 Setup Precise Aim
Lecture 44 Setup Target Lock
Lecture 45 Visualise Aim with Laser
Lecture 46 Clean up
Section 6: Colliders and Rigidbodies
Lecture 47 Update project to LTS
Lecture 48 Import 3D models
Lecture 49 How to setup 3D colliders
Lecture 50 Important about Pivot point
Lecture 51 Rigidbody
Lecture 52 Collision detection type
Lecture 53 Flexible mass of a bullet
Lecture 54 Shiny bullet & URP setup
Lecture 55 Impact Visual Effect of a Bullet
Lecture 56 Training ground upgrade
Lecture 57 Clean up
Section 7: Weapon System
Lecture 58 Weapon class
Lecture 59 Weapon type
Lecture 60 Weapon slots
Lecture 61 Weapon pickup
Lecture 62 Weapon's ammo
Lecture 63 Weapon's reload
Lecture 64 Weapon's model
Lecture 65 Equip weapon
Lecture 66 Backup weapon model
Lecture 67 Reload speed & Equipment speed
Lecture 68 Object pool - Bullet pool
Lecture 69 Weapon's fire rate
Lecture 70 Weapon ready check
Lecture 71 Shoot type : Single and Auto
Lecture 72 Bullet's spread
Lecture 73 Multi-shot and burst shot
Lecture 74 Gun distance
Lecture 75 Camera distance
Lecture 76 2+ weapon slots
Lecture 77 Clean up
Section 8: Performance and Workflow
Lecture 78 Global object pool
Lecture 79 Constructor
Lecture 80 Scriptable object
Lecture 81 Weapon data
Section 9: Interaction System
Lecture 82 Closest interactble
Lecture 83 Interaction and inheritance
Lecture 84 Weapon pickup interaction
Lecture 85 Drop current weapon as pickup item
Lecture 86 Ammo box pickup
Lecture 87 Clean up
Section 10: Enemy Melee
Lecture 88 Brief enemy design
Lecture 89 AI Navigation Setup
Lecture 90 State Machine Setup
Lecture 91 Idle State
Lecture 92 Move State
Lecture 93 Visuals and Animations
Lecture 94 Manual rotation and smooth transition
Lecture 95 Recovery state
Lecture 96 Root transform position
Lecture 97 Chase State
Lecture 98 Attack State
Lecture 99 Attack Set
Lecture 100 Next attack random
Lecture 101 Multiple slash attacks
Lecture 102 Dead state & Ragdoll
Lecture 103 Simple health system
Lecture 104 Enemy ability - Shield
Lecture 105 Enemy ability - Dodge
Lecture 106 Enemy ability - Axe throw
Lecture 107 Enemy's Axe
Lecture 108 Clean up & Refactoring
Section 11: Enemy Variants
Lecture 109 Updating enemy's FBX Model and Ragdoll
Lecture 110 Updating avatar and animations
Lecture 111 Setup random look
Lecture 112 Setup random weapon
Lecture 113 Setup random corruption
Lecture 114 Animator override
Lecture 115 Enemy weapon trail effect
Lecture 116 Attack data update
Lecture 117 Clean up
Section 12: Enemy Range
Lecture 118 Move and Idle state
Lecture 119 Battle state
Lecture 120 Bullet
Lecture 121 Attack cooldown
Lecture 122 Weapon model and refactoring
Lecture 123 Animation layers
Lecture 124 Left hand IK
Lecture 125 Weapon data
Lecture 126 Cover system - cover state
Lecture 127 Cover system - cover points
Lecture 128 Cover system - best cover search
Lecture 129 Cover system - perks & decision making
Lecture 130 Advance state
Lecture 131 Smart aim
Lecture 132 Advance duration and cover duration
Lecture 133 Unstoppable enemy
Lecture 134 Grenade throw state
Lecture 135 Grenade state visuals
Lecture 136 Grenade setup
Lecture 137 Dead state & grenade addition
Lecture 138 Idle & weapon - visuals improvements
Lecture 139 Object pool - bug fix
Lecture 140 Clean up
Section 13: Enemy Boss
Lecture 141 Setup boss model and rig
Lecture 142 Idle and Move
Lecture 143 Attack
Lecture 144 Jump attack
Lecture 145 Ability - flamethrower
Lecture 146 Visuals - Flamethrower
Lecture 147 Action cooldown
Lecture 148 Chase behavior
Lecture 149 Visuals - Flamethrower batteries
Lecture 150 Visuals - Landing zone
Lecture 151 Visuals - Weapon trails
Lecture 152 Jump attack physical impact
Lecture 153 Dead state
Lecture 154 New Boss with Hummer
Lecture 155 New Boss Ability
Lecture 156 Ability Fallback
Lecture 157 Clean up
Section 14: Damage System
Lecture 158 Interfaces
Lecture 159 Hitbox
Lecture 160 Health controller
Lecture 161 Friendly fire
Lecture 162 Player's hitbox and death
Lecture 163 Grenade damage
Lecture 164 Melee enemy's hitbox
Lecture 165 Melee enemy attack check
Lecture 166 Melee enemy axe damage.mp4
Lecture 167 Enemy's shield
Lecture 168 Grenade bug fix
Lecture 169 Boss's hitbox
Lecture 170 Boss's attack check
Lecture 171 Boss's flamethrower damage check
Lecture 172 Boss's jump attack damage check
Lecture 173 Boss's hummer attack check
Lecture 174 Implementing Damage Value Parameters in Health Reduction System
Lecture 175 Creating a dummy
Lecture 176 Balancing player's weapons damage
Lecture 177 Balancing Melee enemies
Lecture 178 Balancing Range enemies
Lecture 179 Boss balance
Lecture 180 Headshot modifer
Lecture 181 Clean up
Section 15: Procedural Level Generation
Lecture 182 System design
Lecture 183 Creation, position and rotation
Lecture 184 Automation
Lecture 185 Intersection check
Lecture 186 Generation restart
Lecture 187 New & Updated 3D Models
Lecture 188 Object's setup
Lecture 189 Enemy's setup
Lecture 190 Blockout / greyboxing
Lecture 191 3D models and NavMesh
Lecture 192 Zone Limit
Lecture 193 Wrapping up level part into prefab
Lecture 194 How to setup pre-made level parts
Lecture 195 Assemble everything together ( NavMesh,Enemies,Levels )
Lecture 196 Clean up
Section 16: Mission/Quest System
Lecture 197 Mission/Quest Manager
Lecture 198 Timer Mission
Lecture 199 Simple Drop System For Enemies/Missions
Lecture 200 VIP Enemy Mission
Lecture 201 Hunt Mission
Lecture 202 Car Delivery Mission
Lecture 203 Last Defence Mission
Lecture 204 Clean up
Section 17: UI System
Lecture 205 Getting UI Elements
Lecture 206 Health Bar
Lecture 207 Weapon UI
Lecture 208 Mission Goal UI
Lecture 209 Transparent UI element on Mouse Hover
Lecture 210 Main Menu Layout
Lecture 211 UI Buttons
Lecture 212 Main Menu Buttons Functionality
Lecture 213 Mission Selection UI
Lecture 214 Weapon Selection UI
Lecture 215 Play Button
Lecture 216 Pause UI
Lecture 217 Time Manager
Lecture 218 Game Over UI
Lecture 219 Fade Screen
Lecture 220 Comic Panel UI
Lecture 221 Win Screen UI
Lecture 222 Settings UI
Lecture 223 Clean up
Section 18: Cars
Lecture 224 Car Controls
Lecture 225 Car Setup
Lecture 226 Car Movement
Lecture 227 Car Drift
Lecture 228 Wheel Drive Type, Brakes and Mass
Lecture 229 Drift and Brakes Hot Bug Fix
Lecture 230 Quick Car Setup
Lecture 231 Car Enter/Exit Mechanic
Lecture 232 Car's Interaction with Enemies
Lecture 233 Car's Interactions with Player
Lecture 234 Car Health Controller
Lecture 235 Car Info UI
Lecture 236 Police Car Wheels Bug Fix
Lecture 237 Car and Camera's Lookahead Time
Lecture 238 Clean up
Section 19: Audio
Lecture 239 Where to get Audio
Lecture 240 Audio Listener and Audio Source
Lecture 241 Audio Manager and Background Music
Lecture 242 Sound effects - UI
Lecture 243 Player's Weapon Sound Effects
Lecture 244 Sound of footsteps
Lecture 245 How to Improve Your Sound effects
Lecture 246 Sound Effects and Distance
Lecture 247 Car Sound Effects
Lecture 248 Sounds with delay and fade in/out
Lecture 249 Volume Settings
Lecture 250 Save and Load Settings
Lecture 251 Clean up
Anyone who wants to make a high-quality video game.,Anyone who wants to make shooter, survival, or roguelike.,People who want to create and publish their own games.,Beginners with an interest in learning game development.,Developers who want to re-skill across to game,People interested in working in the game design industry.,Enthusiasts eager for a deep dive into game mechanics and Unity's potential.