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
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