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This is the Complete Unity C# Developer 3D, the long-awaited sequel to the Complete Unity C# Developer 2D - 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 350,000 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. You can check out the course here: Complete Unity C# Developer 3D
This is a 3D isometric tech demo designed to teach the fundamentals of AI pathfinding, namely Breadth First Search or BFS. (Section REF: RR_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...
In this video (objectives)…
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Explain to a fellow student roughly what we're building, and why this is awesome stuff to know.
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Explain why we are creating pathfinding from scratch.
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Build simple objects from cubes, and describe both back face culling, and z-fighting.
### 4 ExecuteInEditMode Attribute ###
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Enforce snapping in the Unity editor using an "editor script".
### 5 Using Text Mesh For Labels ###
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Use Text Mesh to label objects in the world for debug.
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Use a simple list in C#.
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Use a basic co-routing to make a time-based sequence appear to run in parallel to the rest of your game code.
In this video (objectives)…
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Discuss the basic differences between three pathfinding algorithms.
Ben explains what to expect in the next two videos.
In this video (objectives)…
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Move information from one class to another, and use const where appropriate.
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Recognise (but not necessarily use), basic C# dictionaries.
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Find other game objects by their name.
In this video (objectives)…
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Specify a list of allowable directions and "explore" in them.
In this video (objectives)…
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Manually perform Breadth First Search, and find the shortest path.
In this video (objectives)…
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Add and remove items from a C# queue.
In this video (objectives)…
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Use systematic manual testing to help write software.
In this video (objectives)…
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Explain why you would sometimes use public
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Manipulate C# lists, and create getter methods.
In this video (objectives)…
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Import, implement and tune art assets for your scene.
In this video (objectives)…
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Use LookAt statement to control the rotation of a tower.
In this video (objectives)…
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Aware of the MagicaVoxel Bonus Content.
In this video (objectives)…
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Ready to take on another big solo challenge.
In this video (objectives)…
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Create tower bullets which successfully collide with enemy.
In this video (objectives)…
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Implement enemy hitpoint and kill enemies.
In this video (objectives)…
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Create a condition where towers only shoot if enemies are close enough.
In this video (objectives)…
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Resolve issues with instantiating at runtime by practicing in Unity's Play mode.
In this video (objectives)…
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Create a simple co-routine from scratch on your own. Remember "Blooms Taxonomy"
In this video (objectives)…
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Find the closest of two transforms.
In this video (objectives)…
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Use Unity's built-in messages, and troubleshoot them from docs when not working.
In this video (objectives)…
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How to filter click input based on data about what's being clicked-on.
In this video (objectives)…
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Combine your knowledge of [SerializeField] and Instantiate() in one exercise.
In this video (objectives)…
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Use particles effects two different ways, either referring to a prefab on the same game object, or a separate asset.
In this video (objectives)…
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Explain in simple terms what a ring buffer is.
In this video (objectives)…
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Use the this keyword to pass instances around.
In this video (objectives)…
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Implement simple C# queues from scratch.
In this video (objectives)…
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Destroy instantiated particle effects when they have finished playing.
In this video (objectives)…
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Explode enemies after they have completed their path.
In this video (objectives)…
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Create a simple collision-based health system for the player's base.
In this video (objectives)…
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Create updating UI text elements for the gameplay values of score and health.
In this video (objectives)…
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Implement Unity Post Processing Stack to create a unique look for your game.
In this video (objectives)…
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Implement sound effects for key moments in the game.
In this video (objectives)…
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Create sound effects that persist even if the parent GameObject is destroyed.
In this video (objectives)…
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Understand what levers to pull in order to make your game moment compelling.
In this video (objectives)…
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You'll be fired up to continue your learning journey!
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