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    Learn Game Artificial Intelligence In Unity Visual Scripting

    Posted By: ELK1nG
    Learn Game Artificial Intelligence In Unity Visual Scripting

    Learn Game Artificial Intelligence In Unity Visual Scripting
    Published 11/2022
    MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz
    Language: English | Size: 2.99 GB | Duration: 5h 45m

    Bring your games to life without coding by building artificial intelligence algorithms with Visual Scripting tools.

    What you'll learn

    Learn Visual Scripting from the original Bolt YouTuber

    Become a wizard of timing and rotating things in Unity

    Create 3D worlds with robots ghosts and cute ducks

    Make a city and action game prototype: sandboxes to forever support your learning and dream games

    Game AI for enemies and friends

    Best practices for architecture and performance

    Requirements

    No prior Unity experience needed, but a couple hours of messing around will help!

    No programming experience needed

    Description

    Strap yourself in: Programming Artificial Intelligence is about to click! Since making the official tutorials for Bolt on Unity's Learn Site, creating this course has been a dream of mine. In collaboration with Holistic3D, I took Penny's quintessential C# tutorial series The Beginner's Guide to Artificial Intelligence and adapted it to *drumroll*… Unity Visual Scripting! In this course you're getting the best of both worlds: Learn content from a renowned expert on AI and computer science…..remixed, reconfigured, and riffed on by a creative artist and designer who has helped thousands learn visual scripting from the early years to today… that's me!  Through a practice based approach you will follow along as each step is revealed for you to recreate the applications of this course created with Unity 2021.3.9Here's the list of what we'll make together:For total beginners, we start with a Day/Night Cycle to bring sunsets and sunrises to your game worlds.We'll use Custom Events to make fireflies appear and turn streetlights on in the night.Want something more advanced? We'll make an in-game clock and sync it with the sun.Set up a Click-To-Move Player Controller using Cinemachine and Unity's Nav Mesh system.Bring to life wildlife in the form of ducks and rats that respond to the world around them.Populate a city with crowds of NPCs who wander around, avoid cars, and run away from ghostsMaster rotations and timing with a laser gun turret We'll use predictive aiming to make challenging enemies for the player to faceFinesse Enemy AI with improved algorithms for Patrol, Chase and Attack strategiesExtra Content! at the end, based on your requests and questions.By the end of this course you will have: A full understanding of UVS and Unity's API - the foundation to make what you imagineAn in-game time system - make your game worlds dynamic from the startFamiliarity with 3D game mathematics - you'll be comfortable and confident moving and rotating objects in UnityLearned Unity's Nav Mesh System - add lifelike characters and creatures to your game worldsState machines as an essential part of your game dev toolset - create AI that responds to the environment and the player's actionsTwo sandbox projects, a city and sci-fi action prototype - keep libraries of graphs ready to drop into any of your gamesJoined the friendly and active UVS and Holistic3D communities - share your progress, get unstuck, and connect with other UVS creators like youWe're so excited to share the course with you and can't wait to see how you run with it,- Jim @HomeMech

    Overview

    Section 1: Section 1: Day-Night Cycle | UVS Bootcamp

    Lecture 1 Welcome

    Lecture 2 Join the H3D Student Community

    Lecture 3 FAQ's

    Lecture 4 1.1 Introduction & Setup - Hello, Sun!

    Lecture 5 1.2 Rotating the Sun

    Lecture 6 1.3 Defining Day and Night

    Lecture 7 1.4 Fireflies and Streetlights

    Lecture 8 1.5 Fireflies at Night - Custom Events

    Lecture 9 1.6 Streetlights - For Loops and Parent-Child

    Lecture 10 1.7 Day and Night Events - Lists and For-Each Loops

    Lecture 11 1.8 Starry Night - Timers and Material Parameters

    Lecture 12 1.9 In-Game Clock Part 1

    Lecture 13 1.10 In-Game Clock Part 2 - Debug Log

    Lecture 14 1.11 In-Game Clock Part 3 - Clock Display

    Lecture 15 1.12 [Addendum] First Steps for Hourly Events

    Section 2: Navigation Meshes

    Lecture 16 2.1 First Steps

    Lecture 17 2.2 Click to Move with Raycasts

    Lecture 18 2.3 Player Camera with Cinemachine

    Lecture 19 2.4 Controlling Animations

    Lecture 20 2.5 Agents that Follow - Friendly Ducks

    Lecture 21 2.6 Random Destinations - Ducks Return Home

    Lecture 22 2.7 Subgraphs for Random Rats

    Section 3: Section 3: Crowd Simulation

    Lecture 23 3.1 NPC Waypoint Wandering

    Lecture 24 3.2 NPC Variation with Animator Offset

    Lecture 25 3.3 Agents and Obstacles

    Lecture 26 3.4 Moving Objects - Endless Traffic

    Lecture 27 3.5 Custom Event Arguments - Traffic Control

    Lecture 28 3.6 Fleeing 1 - Instantiating Ghosts

    Lecture 29 3.7 Fleeing 2 - Ghost Detector

    Lecture 30 3.8 Fleeing 3 - Reducing Update

    Lecture 31 3.9 Fleeing 4 - Fleeing Agents

    Section 4: Section 4: State Machines | Action Prototyping

    Lecture 32 4.1 Intro & Setup

    Lecture 33 4.2 Doors - Translate

    Lecture 34 4.3 Doors - Using DOTween

    Lecture 35 4.4 Turrets 1 - State Machine Setup + Firing

    Lecture 36 4.5 Turrets 2 - Rotating

    Lecture 37 4.6 Turrets 3 - Aiming

    Lecture 38 4.7 Turrets 4 - Predictive Aiming

    Lecture 39 4.8 Enemy AI 1 - State Machine Setup

    Lecture 40 4.9 Enemy AI 2 - Line of Sight

    Lecture 41 4.10 Enemy AI 3 - Patrol & Idle

    Lecture 42 4.11 Enemy AI 4 - Chase & Attack

    Section 5: Conclusion

    Lecture 43 Final Words from Jim

    Artists, designers, storytellers, and generalists who want to take their craft to the next level,People who struggle learning C# and wish it would click,Students who want to use Unity in their school projects,Professionals in integrated teams of artists, designers, and developers,Hobbyists who don't have a lot of time: tutorials are easy to pick up and come back to