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Advanced Mechanics in Unity

'Advanced Game Mechanics in Unity' helps users push their Unity knowledge to the next level. In this course, instructor Alan Thorn explores many powerful features in Unity 5, from debugging tools and version control, to 2D sprites and User Interfaces.  See how to get started quickly at scripting useful behaviours and functionality for building solid games across many platforms, from endless-runners to shooters.

Part 1 consolidates scripting knowledge, exploring fundamental scripting tasks in Unity, developing a solid foundation for your games, whatever the genre. In part 2, learn how to build resolution-adapting interfaces for multiple screen-sizes, and see how to integrate 2D and 3D elements in a single scene, using the GUI features and sprite framework. In part 3, explore how to find and diagnose problems in your applications using MonoDevelop Debugging, as well as Visual Debugging. In part 4, learn how to manage team work-flows with Git and version control, allowing many people in a team to exchange and maintain source code easily anywhere in the world. And in Part5, explore a range of more advanced scripting tasks: see how to combine particle systems with physics, see how to develop save game states, how to make objects survive across multiple scenes, and how to develop for mobile devices, reading input from the accelerometer.  Overall, 'Advanced Game Mechanics in Unity' features everything you need to become a powerful game developer quickly and easily, producing immersive games that sell.

 

  • Software: Unity
  • Author: Alan Thorn
  • Skill Level: Advanced
  • Video Length:
Chapter 1 - Intro
01:13
Chapter 2 - Start Scripting
09:05
Chapter 3 - Customizing MonoDevelop
04:10
Chapter 4 - Components and Transforms
07:16
Chapter 5 - Game Objects
06:18
Chapter 6 - Transformations and Updates
06:31
Chapter 7 - Vectors and DeltaTime
07:16
Chapter 8 - Object Communication
06:10
Chapter 9 - Triggers and Colliders
04:18
Chapter 10 - Trigger Entering
04:11
Chapter 11 - Playing Audio
03:10
Chapter 12 - Prefabs
01:42
Chapter 13 - Game Controllers
06:41
Chapter 1 - Intro
01:05
Chapter 2 - Manual Sprites
04:39
Chapter 3 - 2D Sprites
05:47
Chapter 4 - Animating Sprites
04:14
Chapter 5 - Sprite Packing
03:24
Chapter 6 - Atlas Textures
06:36
Chapter 7 - Billboards
03:11
Chapter 8 - Orthographic C
02:10
Chapter 9 - Sprites and 3D Physics
03:24
Chapter 10 - Sprites and 2D Physics
04:23
Chapter 11 - Getting Started with Interfaces
06:10
Chapter 12 - Panels and Anchors
07:03
Chapter 13 - Images and Text
03:46
Chapter 14 - Scripting with the UI
04:23
Chapter 15 - Buttons
05:21
Chapter 1 - Intro
01:11
Chapter 2 - Debug Log
05:47
Chapter 3 - Visual Debugging
05:39
Chapter 4 - Error Logging
05:44
Chapter 5 - Editor Debugging
06:17
Chapter 6 - Stats Panel
03:26
Chapter 7 - Profiler
07:26
Chapter 8 - Compilation
04:15
Chapter 9 - Breakpoints
03:19
Chapter 10 - Watches
07:46
Chapter 11 - Immediate Window
03:04
Chapter 12 - Call Stack
03:51
Chapter 13 - Building For Desktops
04:30
Chapter 14 - Building For Mobiles
02:54
Chapter 1 - Intro
01:14
Chapter 2 - Manual Version Control
04:22
Chapter 3 - Git and SourceTree.
02:35
Chapter 4 - Git Hosting
02:33
Chapter 5 - Git Repos
04:42
Chapter 6 - Configuring Unity for Version Control
03:33
Chapter 7 - Git Ignore
03:27
Chapter 8 - The First Commit
03:33
Chapter 9 - Working with Commits
06:01
Chapter 10 - Reversing Commits
05:29
Chapter 11 - Introducing Branches
04:51
Chapter 12 - Working on Branches
06:06
Chapter 13 - Merging Branches
03:55
Chapter 14 - Remote Repos
05:07
Chapter 15 - Downloading Repos
02:12
Chapter 1 - Intro
01:11
Chapter 2 - Persistent Data
02:52
Chapter 3 - Data Structures and Serialization
04:23
Chapter 4 - XML Serialization
04:48
Chapter 5 - Binary Serialization
02:39
Chapter 6 - Starting Android Development
03:34
Chapter 7 - Using the Accelerometer
07:41
Chapter 8 - Acceleration and Angles
05:02
Chapter 9 - Normalizing Acceleration Input
04:56
Chapter 10 - Input and Axes
05:03
Chapter 11 - Singletons in Practice
05:40
Chapter 12 - Statics in Practice
03:34
Chapter 13 - Particle Systems and Collections
04:10
Chapter 14 - Curved Paths
03:10

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