Published 3/2023MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHzLanguage: English | Size: 16.22 GB | Duration: 26h 51m
Advance Your Game Dev Jurney on Mobile with Unity and C# Advanced Unity Techniques Make Mobile Games for Android and iOS Advanced C# Facilities Robust Coding Practices How to Implement Complex Systems Like AI Perception and Behavior Tree. Good Understanding of C# Good Foundation in Unity Passion to Game Development Please checkout the 1st and 2nd Installment of the Series If You Are a Complete Bner. This course is the third installment of the Complete Game Development Series and is aimed at covering advanced topics of Unity, and mobile game development.Students will learn how to make a mobile project and set up the testing environment. The modular level creation workflow is then applied to build the level of the game and the lighting. Touch screen-based player controller, along with the camera viewing, and follow control is implemented first, followed by many gameplay systems like inventory, health, and damage system, generic team ID, AI perception, AI behavior Tree, projectiles, ability system, shop system, UI management, level management, and more.The project focuses on implementing independent gameplay systems and making them work together beautifully. Many advanced C# features like interfaces and delegates are utilized to help improve the extensibility of the code as well as reduce code duplication, and dependency. Programming patterns like recursion, tree, and singleton, are utilized to produce cleaner code. Advanced Unity features like scriptable objects are introduced to achieve better data storage and retrieval.The build processes to iOS and Android are covered at the end of the tutorial, and students walk away with a complete mobile game, as well as extended knowledge of Unity, C# and game development. Section 1: Introduction and Setup Lecture 1 Introduction Lecture 2 02 Create the Project Lecture 3 03_Setup Unity Remotes with iOS Lecture 4 04 Setup Unity Remote with Android Lecture 5 05 Collect Assets Lecture 6 06 Environment Pieces and Modular Workflow Lecture 7 07 Composing the Environment Lecture 8 08 Basics of Lights Lecture 9 09 Baking Section 2: Basic Touch and Movement Control Lecture 10 10 Structure the Joystick and Touch Events Lecture 11 11 Move the Joystick with Touch Input Lecture 12 12 Move the Player using Joystick Input Lecture 13 13 Using the Camera Orientation to Calculate Move Directions Lecture 14 14 Make the Camera Move and Turn with the Player and Input Lecture 15 15 Turn the Player Character to Moving Direction Lecture 16 16 Add Aiming Control Lecture 17 17 Refactor and Improve Aiming Section 3: Player Character Animation Lecture 18 18 Getting Additional Animations Lecture 19 19 Create the Local Motion Blend Tree Lecture 20 20 Update Blend Tree Paramaters Lecture 21 21 Update Turning Section 4: Weapons and Inventory Lecture 22 22 Layout the Weapon Class Basics Lecture 23 23 Create the Inventory Class Lecture 24 24 Create the Pistol Class Lecture 25 25 Create Animation Override for Different Weapons Lecture 26 26 Implement Tab Weapon Switch Lecture 27 27 Add the Firing Animation Lecture 28 28 Add the Weapon Switching Animations Lecture 29 29 Implement the Aim Component Lecture 30 30 User Animation Event to Trigger Attack Lecture 31 31 Create the Health Component Lecture 32 32 Create the Enemy Class and Animator Lecture 33 33 Create the Health Bar Lecture 34 34 Update the Health Bar with Delegates Lecture 35 35 Create the Bullet Particle VFX Lecture 36 36 Create the Bullet Hit Effect Section 5: AI Perception Lecture 37 37 Create the Sense Component Lecture 38 38 Create the Sight Sense Lecture 39 39 Create the Forgetting Routine Lecture 40 40 Perception Component and Picking a Data Structure Lecture 41 41 Implementing the Hit Sense Section 6: AI Behavior Tree Lecture 42 42 Basics of the Behavior Tree Lecture 43 43 Create the Node Class Lecture 44 44 Create the Behavior Tree and Wait Task Lecture 45 45 Basics of Compositors Lecture 46 46 Create the Selector and the Sequencer Lecture 47 47 Create The Blackbard Lecture 48 48 Create The Move To Target Task Lecture 49 49 Implement the Patrolling Lecture 50 50 The Decorator Class Lecture 51 51 Implement the Check Condition and Notifies Lecture 52 52 Sort Priority Lecture 53 53 Implement Abort Lower Priority Lecture 54 54 Add Check Last Seen Location Lecture 55 55 Refactor Rotation Control and Add Behavior Interface Lecture 56 56 Implement Rotate Toward Target Lecture 57 57 Refactoring the Enemy and Chomper Prefab Lecture 58 58 Create the Attack Task Lecture 59 59 Add Running Animation to the Animator Lecture 60 60 Add Team Lecture 61 61 Implement the Damager Component Lecture 62 62 Finish the Chomper Melee Attack Lecture 63 63 Create the Health Bar For the Player Lecture 64 64 Create the Damage Visualizer Lecture 65 65 Create the Damage Visualizer Material Lecture 66 66 Add Camera Shake Lecture 67 67 Add Damage Visualizer the Enemy Lecture 68 68 Add Death Animation to the Player Lecture 69 69 Add the UI Manager Lecture 70 70 Create the Behavior Group Task Lecture 71 71 Refactor Chomper Behavior to Groups Section 7: Spitter Lecture 72 72 Compose the Spitter Enemy Lecture 73 73 Implement the Projectile Flight Lecture 74 74 Implement the Projectile Damage and Explode Lecture 75 75 Add VFX to the Projectile Lecture 76 76 Implement the Cooldown Decorator Section 8: Spawner Lecture 77 77 Compose the Spawner Prefab Lecture 78 78 Implement the Spawn Behavior Lecture 79 79 Update the Perception of the Spawned Enemy Lecture 80 80 Finish the Death Logic of the Spawner Section 9: Gameplay Ability System Lecture 81 81 Basics of Ability and Ability Component Lecture 82 82 Create the Speed Boost Ability Lecture 83 83 Create the Ability UI Widget Lecture 84 84 Create the Ability Doc and UI Class Lecture 85 85 Fire the Ability When Touched Lecture 86 86 Add the Scaling Effect to the Ability UI Lecture 87 87 Fire Ability Base Classes Lecture 88 88 Compose the Scanner and Fire Ability Assets Lecture 89 89 Apply Damage to the Enemy with the Fire Ability Lecture 90 90 Implement the Stamina Bar Section 10: Shop System Lecture 91 91 Create the Based Class for the Shop System Lecture 92 92 Test the Shop System with the Rifle Lecture 93 93 Test the Shop System with the Fire Ability Lecture 94 94 Compose the Shop Item UI Lecture 95 95 Compose and Test the Shop UI Lecture 96 96 Create the Credit Button Lecture 97 97 Update Credit and Add the Back Button in Shop UI Lecture 98 98 Implement the Purchase Mechanics Lecture 99 99 Convert All Weapon and Abilities to Items Lecture 100 100 Implement the Reward System Section 11: Menu Lecture 101 101 Create the Pause Menu Lecture 102 102 Create the Level Manager Class Lecture 103 103 Create the Game Over Menu Lecture 104 104 Compose the Main Menu Scene Lecture 105 105 Compose the Main Menu UI Lecture 106 106 Implement the Main Menu Lecture 107 107 Balance and Populate the Game Level Section 12: Audio setup Lecture 108 108 Add Menu Audio Lecture 109 109 Create the Audio Pooling Lecture 110 110 Weapon and Enemy Hit Audio Lecture 111 111 Perception and Ability Audio Lecture 112 112 Create the Win State Section 13: Build the Game Lecture 113 113 Build for Android Lecture 114 114 Build For iOS Section 14: Final Remark Lecture 115 115 Congrats and Final Remarks Unity Developer needs Training on Mobile Development,Students that have the basic knowledge of C# and Unity and are looking for advanced game development tutorials.,Students who finished the first 2 installments of the Complete Game Development Series,Not for complete bners HomePage:
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