This is the long-awaited sequel to the Complete Unity Developer - one of the most successful e-learning courses on the internet! Completely re-worked from scratch with brand-new projects, our latest teaching techniques,. You will benefit from the fact we have already taught over 250,000 students game development, many shipping commercial games as a result.
You're welcome to download, fork or do whatever else legal with all the files! The real value is in our huge, high-quality online tutorials that accompany this repo.
Instantiating At Runtime, Make Components Communicate, Create Detailed 2D UI, Use BitBucket, Using Virtual Controls, Craft C# Classes, Customise Particle Effects, Player Power Ups & More (REF: AA_CU2)
This is a Unity project. If you're familiar with source control, then "clone this repo". Otherwise download the contents, and navigate to Assets > Levels
then open any .unity
file.
This branch is the course branch, each commit corresponds to a lecture in the course. The current state is our latest progress.
Here are the lectures of the course for this section...
- This game is based on classics like Star Fox and Panzer Dragoon.
- We will be using Unity 2017's brand-new Timeline facility.
- This will be fast-paced fun rail-shooter.
- A quick look at an example of a Rail Shooter.
- What are our core game features and priorities?
- Creating a prototype to answer key questions.
- Update to at least Unity 2017.2.
- Create a new 3D project.
- Set up your repo.
- Add terrain to your level.
- Use the raise and lower terrain tool to make mountains.
- Resize and reposition the terrain.
- Find texture assets on the Unity Asset Store.
- Add terrain texture, change scaling, change metallic and smoothness.
- Bump Maps versus Height Maps versus Normal Maps.
- Procedural versus 6-sided skyboxes.
- Applying skybox asset to your scene.
- Some performance tweaks to help avoid slowdowns.
- Downloading asset pack for space ship.
- Building modular spaceship.
- What a splash screen is.
- Make first game scene load after delay.
- Choose background music for your game.
- About game objects getting destroyed by scene load.
- Ben's injection pattern for persistent music.
- Using
DontDestroyOnLoad()
.
- Import Standard Assets > Utility.
- Setup a waypoint circuit using
WaypointCircuit.cs
. - Use the
WaypointProgressTracker.cs
script. - Make the camera follow a fixed path.
- About using virtual controls.
- Introducing
CrossPlatformInputManager
. - Understanding control throw for keyboard and gamepad.
- How input sensitivity & gravity work.
- Using
[Tooltip("Handy tip")]
attribute for inspector tips. - Understanding throw and movement speed.
- Using
transform.localPosition
- How to use
Mathf.Clamp()
- Constrain our player movement to the screen.
- Getting clamped vertical movement working.
- Defining Roll, Pitch and Yaw.
- How to rotate to aim at the right place.
- Experience order sensitivity in rotations.
- Using
Quaternion.Euler()
. - Setting
localRotation
from code.
- Set pitch based on screen position.
- Set pitch based also on control throw.
- Set yaw based on screen position.
- Set roll based on control throw.
- Tune rail speed and camera FOV.
- Tune ship speed, rolls, clamps.
- Note about 16:9 aspect ratio in game window.
- Tweak the rail position to give the feeling of speed.