Unity 2018
Beginner Game Development
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Learn to Code AND Make Games
Tower Defense
Lessons are added daily
01 Promo
FREE PREVIEW03 Making the Most of This Course
Making the Most of This Course: Check for Understanding
Section Summary
FREE PREVIEWRoll-A-Zombie Assets
04 What is Unity?
05 Installing the Unity IDE on (Mac)
06 Installing the Unity IDE (Windows)
07 Installing the Unity IDE (Linux)
08 Your First Game: Intro to Roll-A-Zombie
FREE PREVIEW09 A Quick Tour of the Unity IDE
10 Setting the Scene
FREE PREVIEW11 Let the Zombies Hit the Floor (Intro to Rigidbody)
Knowledge Check: Scenes and Rigidbody Physics
Script Overview
12 GameManager: Our First C# Script
Introduction to Errors and Debugging
13 Getting Input
Explaining Vectors
14 Push Back the Horde
FREE PREVIEWExperiment and Understand: 3D Rigidbody Physics
15 Adding the UI
Knowledge Check: Scripting, Input, and UI
16 Increasing the Score
17 Adding Sound Effects
18 Section Wrap-Up
19 Using Unity Collab and Some Game Window Notes
Roll-A-Zombie Final Source Code
Section Summary
FREE PREVIEW01 Section Overview
Intro to C# Assets
02 What's a Variable?
03 Strings and Concatenation
FREE PREVIEW04 String Manipulation
FREE PREVIEWKnowledge Check: Variables and Strings
05 Intro to Numbers
06 Basic Arithmetic in C#
07 Type Casting Numbers and Precision
Knowledge Check: Numbers in C#
08 Intro to Booleans
09 Equality Comparison Operators
10 Logical and Conditional Operators
11 Conditional Logic
Knowledge Check: Do You Understand Booleans? Yes or No.
12 Implicit Data Types
13 Intro to Iterables
14 Intro to Loops
15 Intro to Methods
16 More Method Practice
Exercise: Cleanup
17 Object-Oriented Programming
18 Using Classes and Inheritance
Namespaces and What They're For
Variable Playground Final Source Code
Section Summary
FREE PREVIEW01 Intro to Zombie Rush
FREE PREVIEW02 Asset Licensing and Bitgem3D
Asset Agreement
Haunted Zombie Rush Assets
03 Setting Up the Project
04 Culling the Scene
05 Intro to Unity Materials
06 Intro to Shaders
Check for Understanding: Materials and Shaders
07 Our First Prefab
08 The Platform Prefab
09 Endless Platform Prep
10 Transform Manipulation
11 Adding the Player and Customization Tips
12 Flap Faster, Zombie!
13 Intro to Animations
14 Animation Parameters
15 Animation Transitions
Check for Understanding: Animation Basics
16 Setting Up the Rock Prefab
17 Inheritance and Code Reusability
Check for Understanding: C# Inheritance
18 Coroutines Are Like Cooking a Pizza
19 Moving Rocks with Coroutines
20 Collision Detection
21 Adding and Managing Sound
22 Assertions and Exceptions
23 The Game Manager and Singletons
24 Getters and Setters
25 Using the Game Manager
26 Gameplay UI Controller
27 Building the Start UI
28 The Start Screen (Intensified)
29 Stretch Exercises
Haunted Zombie Rush FInal Source Code
Intro to ProBuilder
Installing the tools
Creating the floor and setting materials
Beveling and extruding
Creating trees
Object customization
Intro to project
FREE PREVIEWInstalling the packages
Creating ground objects
Creating pathway stones
Creating stairs
Creating happy little trees
Creating bounding boulders
Creating protruding pillars
Setting up the camera
Lighting the scene
Making it look awesome with Unity Post Processing
Section Summary
FREE PREVIEW02 Assets and Game Art Partners
Asset Agreement
Tower Defense Assets
03 Project Setup
04 2D vs 3D
05 Intro to Tilemaps
FREE PREVIEW06 Creating Tile Assets
07 Intro to Sprites
08 Stubbing the UI Badges
09 Road Construction
10 Happy Little Treelines
11 Buildings, Fences, and Fortifications
12 Scenery Wrap-Up
13 Getting Started with 2D Animations
14 Animation Architecture - Parameters
15 Animation Architecture - Transition Planning
16 Animation Architecture - Empty States and the Traffic Controller
17 Animator Override Controller
18 Simulating Attacks with a Melee Weapon
19 Setting Up Waypoints for Navigation
20 The Linked List Data Structure
21 The Tree Data Structure
22 The Fixed Navigation Node
23 The Random Navigation Node
24 Skeleton Cleanup
25 Intro to Behavioural Programming
26 The Laws of Gravity and 2D Physics
27 The Pauseable Timer Class
28 Intro to Event Driven Programming
29 The EventArgTemplate
30 Making Waves
31 Intro to Scriptable Objects
32 Intro To RequireComponent and the Agent
33 Spawn Instruction Setup
34 Timed Waves
35 Timed Waves Pt 2
36 Wave Controller
37 Tower Prefabs and Configurations
38 Initial Tower Node Setup
39 Intro to World-Space Canvas
40 Tower Node UI Controller
41 Tower Purchase Buttons
42 Wiring Catchup
43 Global Click Management Pt 1
44 Global Click Management Part 2
45 Intro to Static Classes
46 Damageable Behaviour
47 Intro to Enums Featuring Target Types
48 Targetable Behaviour
49 Auto Target Part 1
50 Auto Targeting Part 2
51 Damaging Behaviour
52 Damager Behavior - Melee Edition
53 Projectiles
54 Damage Behaviour - Projectile Edition
55 Enemy Controller
56 Damaging Behaviour Updates
57 Tower Controller
58 Enemy And Tower Configuration
59 Arrow Rotation and Some Bug Squashing
60 Damageable Completion
61 The Castle Prefab and Controller
62 Waves of Change
63 Full Completion Wave
64 Level Controller Part 1
65 Level Controller Part 2
66 Game Manager Part 1
67 Game Manager Part 2
68 HUD Controller
69 Difficulty Selection Cards
70 Difficulty Hookup
71 UI Cleanup
72 Student Challenges
73 Camera Aspect Controller
74 Quitting the Game
A1 - Full Completion Wave Fix
Section Summary
FREE PREVIEWCreating the Project
Architecture
Setting Up the Environment
Setting Up the Player
Player Animation Parameters
Player Animation Review
Enemy Animations Pt 1
Enemy Animations Pt 2
Enemy Animator Controller
Enemy Animator Controller Review
The Navigation Window
Getting Baked with Navmesh
Introduction to Navmesh Agents
Brief Overview of the Touch API
Intro to Cross-Platform Input
Namespaces Refresher
Playgrounds
Input-Controlled Behavior
Implementing Input Controlled Movement
Intro to the Character Controller Component
Attack Animation Setup
The Damaging Behaviour
Adding Cross-Platform Inputs
Weapon Configuration and Weapon Classes
Weapon Setup
The Vulnerable Parent Behaviour
The Health Scriptable Object
Initializing the Health
The Unique Vulnerable Behaviour
The General Vulnerable Behaviour
Testing Damaging, Vulnerable, and Weapons
The Powerup Base Class
The Current Health Powerup (Heals)