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In this section we create a First Person Shooter with a zombie theme. We cover raycasting for shooting and the core mechanics you'd expect in an FPS. This repo is part of our Complete Unity C# Developer 3D course (http://gdev.tv/cu2github). (Ref: ZR_CU2)
This is the Complete Unity Developer 3D - one of the most successful e-learning courses on the internet! Completely re-worked from scratch with brand-new projects and our latest teaching techniques. You will benefit from the fact we have already taught half a million 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 Developer 3D
In this section we create a First Person Shooter with a zombie theme. We cover raycasting for shooting and the core mechanics you'd expect in an FPS. This repo is part of our Complete Unity C# Developer 3D course (http://gdev.tv/cu2github). (Ref: ZR_CU2)
Here are the lectures of the course for this section.
In this video (objectives)...
After watching (learning outcomes)...
Ready and raring to start this section.
In this video (objectives)...
After watching (learning outcomes)...
Super clear on the game we are making and the feature priorities.
In this video (objectives)...
After watching (learning outcomes)...
Get and add the First Person Controller to our scene.
In this video (objectives)...
After watching (learning outcomes)...
Create a simple sandbox level for prototyping.
In this video (objectives)...
After watching (learning outcomes)...
Use the NavMeshAgent component to drive the enemy towards the player.
In this video (objectives)...
After watching (learning outcomes)...
Fix some issues with our first person controller.
In this video (objectives)...
After watching (learning outcomes)...
Move the enemy to the target if the target is within range.
In this video (objectives)...
After watching (learning outcomes)...
Use gizmos to visualise chase range.
In this video (objectives)...
After watching (learning outcomes)...
Add to our enemy AI, causing it to attack if provoked.
In this video (objectives)...
After watching (learning outcomes)...
Give the player a weapon asset.
In this video (objectives)...
After watching (learning outcomes)...
Implement raycasting so we can shoot an invisible laser beam.
In this video (objectives)...
After watching (learning outcomes)...
Lay some smack down on an enemy (well, decrease its hit points).
In this video (objectives)...
After watching (learning outcomes)...
Create a muzzle flash particle effect and play it when the player shoots.
In this video (objectives)...
After watching (learning outcomes)...
Instantiate a hit effect when we shoot something.
In this video (objectives)...
After watching (learning outcomes)...
Understand the basics of how Animator Controllers work.
In this video (objectives)...
After watching (learning outcomes)...
Understand how to add simple animations to our animator controller states.
In this video (objectives)...
After watching (learning outcomes)...
Understand how to trigger different states based upon parameter conditions being met.
In this video (objectives)...
After watching (learning outcomes)...
Understand how to use code to trigger animation state changes.
In this video (objectives)...
After watching (learning outcomes)...
Use animation events to create precise attack moments.
In this video (objectives)...
After watching (learning outcomes)...
Complete our loop where the enemy can hit and damage the player.
In this video (objectives)...
After watching (learning outcomes)...
Be clear on how to rotate an object so that it is facing another moving object.
In this video (objectives)...
After watching (learning outcomes)...
Create a simple game over menu to ensure we can restart the game when the player dies.
In this video (objectives)...
After watching (learning outcomes)...
Elegantly handle displaying and using the Game Over menu when the player dies.
In this video (objectives)...
After watching (learning outcomes)...
Use BroadcastMessage() to call any methods of a particular name on our Game Object.
In this video (objectives)...
After watching (learning outcomes)...
Make the game feel like a game with the limited feature set we have at the moment.
In this video (objectives)...
After watching (learning outcomes)...
Be clear on what we are about to undertake with our weapon system.
In this video (objectives)...
After watching (learning outcomes)...
Clear on how to use a camera's field of view to zoom in and out.
In this video (objectives)...
After watching (learning outcomes)...
Add basic ammo functionality where we decrease our ammo when shooting and can only shoot if we have enough ammo.
In this video (objectives)...
After watching (learning outcomes)...
Understand how to create a shooting delay and how to differentiate our 3 weapons.
In this video (objectives)...
After watching (learning outcomes)...
Create the framework for setting weapons active or inactive.
In this video (objectives)...
After watching (learning outcomes)...
Give the player multiple ways to change weapons.
In this video (objectives)...
After watching (learning outcomes)...
Have experimented with a public enum and private class.
In this video (objectives)...
After watching (learning outcomes)...
Have specific weapons use specific types of ammo.
In this video (objectives)...
After watching (learning outcomes)...
Practice finding and fixing bugs.
In this video (objectives)...
After watching (learning outcomes)...
Create a simple pickup framework that can only be triggered by the player.
In this video (objectives)...
After watching (learning outcomes)...
Increase specific types of ammo when we collect that an ammo pickup of that type.
In this video (objectives)...
After watching (learning outcomes)...
Make your game 5 times more awesome by having an enemy who actually looks like an enemy.
In this video (objectives)...
After watching (learning outcomes)...
Practice hunting down an issue and implementing a solution.
In this video (objectives)...
After watching (learning outcomes)...
Create a level design diagram to use as a reference for the level creation.
In this video (objectives)...
After watching (learning outcomes)...
Make our forest look interesting by adding terrain and trees.
In this video (objectives)...
After watching (learning outcomes)...
Get comfortable with ProBuilder by making props.
In this video (objectives)...
After watching (learning outcomes)...
Comfortable using ProBuilder to make rooms.
In this video (objectives)...
After watching (learning outcomes)...
Comfortable using ProBuilder to make levels.
In this video (objectives)...
After watching (learning outcomes)...
Comfortable using ProBuilder to add textures and materials.
In this video (objectives)...
After watching (learning outcomes)...
Able to place emissive lights in your scene.
In this video (objectives)...
After watching (learning outcomes)...
Create a decaying flashlight.
In this video (objectives)...
After watching (learning outcomes)...
Create a battery pickup which restores the functionality of our flashlight.
In this video (objectives)...
After watching (learning outcomes)...
Display the ammo for the currently wielded weapon.
In this video (objectives)...
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Provide the player visual feedback for when they receive damage.
In this video (objectives)...
After watching (learning outcomes)...
Add props and polish your game to make a 5 minute wow.
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