Description

Unity is a game engine that enables the development of cross-platform games. Announced at Worldwide Developers Conference in 1995 as a game engine exclusively for Mac OS X, Unity is now one of the most powerful and widely used game engine compatible with Windows as well as Mac OS and is supported by over 25 platforms for publishing. Unity allows developers in creating 2d and 3d games along with empowering development of virtual reality (VR) and augmented reality (AR) games. Unity 3D has been widely adopted and embraced by industries including architecture, automotive, engineering, construction, films and video gaming.

Course Objectives

Using Unity interface and tools

Creating, transforming and translating game objects

Working with models, textures and materials

Generating terrains, and importing

Creating and adding environment effects and characters

Working with multiple cameras, lights and layers

Designing games and character controllers

Gamifications and scripting

Working with collisions and understanding prefabs basics

Applying 2D game tools

Implementing particle systems

Working with animations and audio

Mobile game development

Performing game revisions

Target Audience

Game developers

3d artists

Game development aspirants 

Basic Understanding

Basic understanding of character design

Familiarity with Windows or Mac OS

Exposure to use various game controls

Course Content

No sessions available.

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Simpliv LLC
39658 Mission Boulevard,
Fremont, CA 94539, USA

Unity 3D Game development bootcamp – Beginner to Advanced

Session 1: Introduction to Unity

  1. Getting to Know the Unity Editor
  2. The Project Dialog
  3. The Unity Interface
  4. The Project View
  5. The Hierarchy View
  6. The Inspector View
  7. The Scene View
  8. The Game View
  9. Honorable Mention: The Toolbar
  10. Navigating the Unity Scene View
  11. The Hand Tool
  12. Flythrough Mode

Session 2: Game Objects

  1. Dimensions and Coordinate Systems
  2. Putting the D in 3D
  3. Using Coordinate Systems
  4. World Versus Local Coordinates
  5. Game Objects
  6. Transforms
  7. Translation
  8. Rotation
  9. Scaling
  10. Hazards of Transformations
  11. Transforms and Nested Objects

Session 3: Models, Materials, and Textures

  1. The Basics of Models
  2. Built-In 3D Objects
  3. Importing Models
  4. Models and the Asset Store
  5. Textures, Shaders, and Materials
  6. Textures
  7. Shaders
  8. Materials
  9. Shaders Revisited

Session 4: 3D Terrain

  1. Terrain Generation
  2. Adding Terrain to Your Project
  3. Heightmap Sculpting
  4. Unity Terrain Sculpting Tools
  5. Terrain Textures
  6. Importing Terrain Assets
  7. Texturing Terrain

Session 5: Environments

  1. Generating Trees and Grass
  2. Painting Trees
  3. Painting Grass
  4. Terrain Settings
  5. Environment Effects
  6. Skyboxes
  7. Fog
  8. Lens Flares
  9. Water
  10. Character Controllers
  11. Adding a Character Controller
  12. Fixing Your World

Session 6: Lights and Cameras

  1. Lights
  2. Point Lights
  3. Spotlights
  4. Directional Lights
  5. Creating Lights Out of Objects
  6. Halos
  7. Anatomy of a Camera
  8. Multiple Cameras
  9. Split Screen and Picture in Picture
  10. Layers
  11. Using Layers
  12. Working with Layers

Session 7: Game 1: Amazing Racer

  1. Design
  2. The Concept
  3. The Rules
  4. The Requirements
  5. Creating the Game World
  6. Sculpting the World
  7. Adding the Environment
  8. The Character Controller
  9. Gamification
  10. Adding Game Control Objects
  11. Adding Scripts
  12. Playtesting
  13. Connecting the Scripts Together

Session 8: Scripting—Part 1

  1. Scripts
  2. Creating Scripts
  3. Attaching a Script
  4. Anatomy of a Basic Script
  5. The Using Section
  6. The Class Declaration Section
  7. The Class Contents
  8. Variables
  9. Creating Variables
  10. Variable Scope
  11. Public and Private
  12. Operators
  13. Arithmetic Operators
  14. Assignment Operators
  15. Equality Operators
  16. Logical Operators
  17. Conditionals
  18. The if Statement
  19. The if / else Statement
  20. The if / else if Statement
  21. Iteration
  22. The while Loop
  23. The for Loop

Session 9: Scripting—Part 2

  1. Methods
  2. Anatomy of a Method
  3. Writing Methods
  4. Using Methods
  5. Input
  6. Input Basics
  7. Input Scripting
  8. Specific Key Input
  9. Mouse Input
  10. Accessing Local Components
  11. Using GetComponent
  12. The Transform
  13. Accessing Other Objects
  14. Finding Other Objects
  15. Modifying Object Components

Session 10: Collision

  1. Hour 10. Collision
  2. Rigidbodies
  3. Collision
  4. Colliders
  5. Physics Materials
  6. Physics Materials
  7. Physics Materials

Session 11: Physics Materials

  1. Design
  2. The Concept
  3. The Rules
  4. The Requirements
  5. The Arena
  6. Creating the Arena
  7. Texturing
  8. Super Bouncy Material
  9. Finish the Arena
  10. Game Entities
  11. The Player
  12. Chaos Balls
  13. The Colored Balls
  14. The Control Objects
  15. The Goals
  16. The Game Controller
  17. Improving the Game

Session 12: Prefabs

  1. Prefabs
  2. Prefab Terminology
  3. Prefab Structure
  4. Working with Prefabs
  5. Adding a Prefab Instance to a Scene
  6. Inheritance
  7. Instantiating Prefabs Through Code

Session 13: 2D Games Tools

  1. The Basics of 2D Games
  2. The 2D Scene View
  3. Orthographic Cameras
  4. Adding Sprites
  5. Importing Sprites
  6. Sprite Mode
  7. Imported Sprite Sizes
  8. Draw Order
  9. Sorting Layer
  10. Order in Layer
  11. 2D Physics
  12. Rigidbody 2D
  13. 2D Colliders

Session 14: User Interfaces

  1. User Interfaces
  2. The Canvas
  3. The Rect Transform
  4. Anchors
  5. Additional Canvas Components
  6. UI Elements
  7. Images
  8. Text
  9. Buttons
  10. Canvas Render Modes
  11. Screen-Space Overlay
  12. Screen-Space Camera
  13. World Space

Session 15: Game 3: Captain Blaster

  1. The Concept
  2. The Rules
  3. The Requirements
  4. The World
  5. The Camera
  6. The Background
  7. Game Entities
  8. The Player
  9. The Meteors
  10. The Bullets
  11. The Triggers
  12. The UI
  13. Controls
  14. Game Control
  15. The Meteor Script
  16. The Meteor Spawn
  17. The DestroyOnTrigger Script
  18. The ShipControl Script
  19. The Bullet Script
  20. Improvements

Session 16: Particle Systems

  1. Particle Systems
  2. Particles
  3. Unity Particle Systems
  4. Particle System Controls
  5. Particle System Modules
  6. Default Module
  7. Emission Module
  8. Shape Module
  9. Velocity over Lifetime Module
  10. Limit Velocity over Lifetime Module
  11. Force over Lifetime Module
  12. Color over Lifetime Module
  13. Color by Speed Module
  14. Size over Lifetime Module
  15. Size by Speed Module
  16. Rotation over Lifetime Module
  17. Rotation by Speed Module
  18. External Forces Module
  19. Collision Module
  20. Sub Emitter Module
  21. Texture Sheet Module
  22. Renderer Module
  23. The Curve Editor

Session 17: Animations

  1. Animation Basics
  2. The Rig
  3. The Animation
  4. Animation Types
  5. 2D Animations
  6. Creating the Animation
  7. Animation Tools
  8. Animation Window
  9. Creating a New Animation
  10. Record Mode
  11. The Curves Editor

Session 18: Animators

  1. Animator Basics
  2. Rigging Revisited
  3. Importing a Model
  4. Configuring Your Assets
  5. Rig Preparation
  6. Animation Preparation
  7. Creating an Animator
  8. The Animator View
  9. The Idle Animation
  10. Parameters
  11. States and Blend Trees
  12. Transitions
  13. Scripting Animators

Session 19: Game 4: Gauntlet Runner

  1. The Concept
  2. The Rules
  3. The Requirements
  4. The World
  5. The Scene
  6. The Ground
  7. Scrolling the Ground
  8. The Entities
  9. The Power Ups
  10. The Obstacles
  11. The Trigger Zone
  12. The Player
  13. The Controls
  14. Trigger Zone Script
  15. The Game Control Script
  16. The Player Script
  17. The Move Script
  18. The Spawn Script
  19. Putting It All Together
  20. Room for Improvement

Session 20: Audio

  1. Audio Basics
  2. Parts of Audio
  3. 2D and 3D Audio
  4. Audio Sources
  5. Importing Audio Clips
  6. Testing Audio in the Scene View
  7. 3D Audio
  8. 2D Audio
  9. Audio Scripting
  10. Starting and Stopping Audio
  11. Changing Audio Clips

Session 21: Mobile Development

  1. Preparing for Mobile
  2. Setting Up Your Environment
  3. The Unity Remote
  4. Accelerometers
  5. Designing for the Accelerometer
  6. Using the Accelerometer
  7. Multi-Touch Input

Session 22: Game Revisions

  1. Cross-Platform Input
  2. Virtual Controls
  3. Converting Projects to Mobile
  4. Amazing Racer
  5. Using Tilt Control
  6. Using a Touch Joystick
  7. Fixing the Disappearing Joystick
  8. Chaos Ball
  9. Captain Blaster
  10. Gauntlet Runner

Session 23: Polish and Deploy

  1. Managing Scenes
  2. Establishing Scene Order
  3. Switching Scenes
  4. Persisting Data and Objects
  5. Keeping Objects
  6. Saving Data
  7. Unity Player Settings
  8. Cross-Platform Settings
  9. Per-Platform Settings
  10. Building Your Game
  11. Build Settings
  12. Game Settings

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