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The Complete Guide To Unity 3D : Making An Action Shooter

Posted By: ELK1nG
The Complete Guide To Unity 3D : Making An Action Shooter

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

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.