01. Introduction & Setup
01. Why You Should Buy This Course
02. Updating The Course
03. Download Unity & Visual Studio
04. Your First Code
05. Notes For Mac Users
06. Community & Support
07. Section Wrap Up
02. Number Wizard – Basic C# Coding
01. Welcome To Number Wizard Console
02. Print To Console With Debug.Log()
03. Introducing Variables
04. Respond To Player Input
05. Using if, else if & else
05. Using if, else if & else.srt
06. Scope And Context Of Variables
07. Calculate Guess Variable
08. Functions & Encapsulating
09. Number Wizard Console Wrap Up
03. Text101
01. Welcome To Text101
02. Text101 Game Design
03. Creating Sprites In Unity
04. UI Canvas & Text
05. Update Text Component
06. Game States
06. Game States.srt
07. Unity Scriptable Objects
08. Public Methods & Return Types
09. Creating An Array
10. Manage Next States
11. Game State Story Design
12. Organise State Files
13. TextMesh Pro & Polish
15. Text101 Instructor Hangout #1
16. Publish Your WebGL Game
17. For Loops
04. Number Wizard UI
01. Welcome To Number Wizard UI
02. Number Wizard UI Game Design
03. UI Anchors
04. Making Buttons
05. Button Click Loads Scene
06. Load All Scenes
07. Prepare Game Screen
08. Import & Refactor Code
09. Using ToString()
10. Use Random.Range()
11. Polish & Standalone Build
13. NWUI Instructor Hangout #1
05. Block Breaker
01. Welcome To Block Breaker
02. Block Breaker Game Design
03. Export & Import Package
04. World Units & Play Space
05. Rigidbody & Colliders
06. Add Unity Physics Material
07. Colliders, Collision & Triggers
08. Move Object With Mouse
09. Limit With Mathf.Clamp()
10. Distance As A Vector2
11. Launch The Ball
13. Play Space & Gravity
14. Destroy GameObject
15. Using Prefabs In Unity
16. Make A Second Level
18. Fraction Too Much Friction
19. GetComponent To Play Audio
20. Play Random Sound From Array
21. PlayClipAtPoint()
22. Count Breakable Blocks
24. Win The Level & Load
25. Using Time.timeScale
26. Add Player Score
27. Display Player Score
28. Implement Singleton Pattern
30. Reset Game Session
31. Instantiate GameObject
32. Using Tags In Unity
33. Block Damage Levels
34. Damage Affordance
36. Smarter maxHits Logic
37. Prevent Boring Ball Loops
38. Extreme! Tuning!
39. Tune & Playtest
40. Autoplay for Playtesting
41. Make Levels & Upload
43. Block Breaker Wrap-Up
06. Laser Defender
01. Welcome To Laser Defender
02. Laser Defender Game Design
03. Set Up Project
04. Movement & Time.deltaTime
05. ViewPortToWorldPoint()
07. What Feature Next
08. Make Player Shoot
09. Using Coroutines
10. Repeat Fire Coroutine
11. GameObject Shredder
13. Create List Of Waypoints
14. Move Enemy On Path
15. WaveConfig Scriptable Object
16. Using A Foreach Loop
17. Spawn Multiple Enemies
19. WaveConfig For Path & Speed
20. Spawn Multiple Enemy Waves
21. Loop All Enemy Waves
21. Loop All Enemy Waves.srt
22. Create Damage Dealer Class
23. Destroy Enemy
25. Make Enemy Shoot
26. Player Life And Death
27. Layer Collision Matrix
28. Scrolling Background
29. Introducing Particle Effects
31. Explosion Particle Effect
32. Trigger Sound Effects
33. Load All The Scenes
34. Delay For Loading Scene
35. Music Player With Singleton
36. Add & Display Score
37. Display Player Health
38. New Enemy & Projectile
39. Sorting Layer & Spinning Projectile
07. Updates And Important Messages
01. Message About New Content
08. Laser Defender
01. Introduction to Laser Defender
05. Importing The Menu System
06. A Starship We Can Control
07. Restricting The Players Position
08. Creating The Enemies
09. Creating Enemy Positions
10. Moving The Enemy Formation
11. Fixing The Formation Movement
12. Spawning Projectiles
14. Shooting Enemies
15. Enemies Shooting Back
16. Controlling Collisions with Layers
17. Detecting Enemies Have Been Destroyed
18. Spawning Enemies One By One
20. Enemy Position Animation
21. Creating A Starfield
22. Keeping Score
23. Sound Effects For Fun And Profit
24. Sprite Rendering Order
25. Polishing The Menu System I
26. Polishing The Menu System II
27. LD Unity 5 & Web GL Sharing (Optional)
30. Section 6 Wrap Up
09. Glitch Garden A Plants vs. Zombies Clone
01. Introduction To Glitch Garden
05. Making A Splash Screen
06. Scaling & Aspect Ratios
07. Alternative Music Manager
08. Menus, Options & Music
09. Adding Fade Transitions
10. Scaling Level Backgrounds
11. Introducing PlayerPrefs
12. Our PlayerPrefsManager.cs
13. Our PlayerPrefsManager – part 2
15. UI Sliders For Options
17. Sprite Sheet Animation
18. Ratio Math Primer
19. World Space UI Canvas
20. The Animation Controller
21. Texture Size & Compression
22. Using Gimp To Slice Images
23. 2D “Bone-Based” Animation
24. Animating Our Lizard
25. Animating Our Cactus
26. Finishing Our Defenders
27. Finishing Our Attackers
28. Projectile Animation
29. Using Unity Remote
30. Review & Improvements
32. Moving Attackers From Script
33. Collision Matrix In Script
34. Using Animation Events
35. Components “vs” Inheritance
36. Using A Health Component
37. Animating Defenders & Projectiles
38. Animator Firing Projectiles
39. Separate Attack & Fire States
40. Handling Projectile Damage
41. “Tower” Selector Buttons
42. Creating When Needed
43. Spawn Defenders To Grid
44. Enemy Spawning & Flow
46. Shooters Detect Attackers
47. Using Stars As Currency
48. Spending Star Currency
49. Handle Lose Condition
50. UI Slider Level Timer
51. Review & Tidy Up
52. Play Testing & Tuning
53. Installing Android Studio
54. Building To Android
55. Build To iOS Simulator
56. User Testing Tweaks
57. GG Unity 5 & Web GL Sharing (Optional)
61. Section 7 Wrap Up
10. Bowlmaster 10-Pin Bowling
01. Introduction to Bowlmaster
06. Installing Unity 5
07. Creating 3D Cube Floor
08. How To Install Blender
09. Import Pin From Blender
10. 3D Sphere As Bowling Ball
11. Control Camera To Track Ball
12. 3D Collisions & Convex Meshes
13. Top Camera Render Texture
14. Improve UI Scaling
15. Simple Touch Control System
16. Adding Arrows To Nudge Ball
17. Animation Sub-State Machines
18. Working Around Nested Prefabs
19. Counting Upright Objects
20. Keep Going!
21. Detecting Pins Have Settled 1
22. Detecting Pins Have Settled 2
23. Sub-states & Default States
24. Calling Animator Helper Scripts
25. Some Debugging Tips
26. About The Next Video
27. Common Physics Issues
28. Tidying & Refactoring Code
30. How 10-Pin Bowling Scoring Works
31. Test Driven Development (TDD)
34. Making Your First Test Pass
35. Red Green Refactor
36. Finishing Our Control Code
37. Failing Tests Challenge
38. Bug Reporting Cycle
39. Wire-Up ActionMaster.cs
40. Using OnTriggerExit()
41. Creating A Testable Architecture
42. Tidying Before Moving On
43. Refactoring Code & Tests
44. A Game Manager With State
45. An Epic TDD Challenge
46. Realtime Bowling Scoring Solution
47. Golden Copy Testing
48. An Array Of UI Text
49. Tracing Errors Using Console
50. Try, Catch For Error Handling
51. Static Classes In C#
52. Unit Testing Monobehaviours
53. Designing Your Own Tests
54. Final Fixes & Finishing Off
55. Bug Fixes & Upgrading Test Tools
58. Section 8 Wrap Up
11. Zombie Runner FPS
01. Introduction to Zombie Runner
05. About Unity 5.1 Features
06. Creating A Terrain
07. First Person Character Controller
08. Placing Trees & Details
09. Adding A Water Table
10. Awsome-ify Your Scene Lighting
11. Setting Up Your Navmesh
12. Scaling Your Characters
13. Setup Player Spawn Points
14. Using Input Mapping
15. Adding 3D Helicopter Sound
16. Rigged “Mechanim” Animation
17. Exploring Humanoid Animation
18. Simple Day-Night Cycle
19. Searching For Clear Area
20. Using SendMessageUpwards
21. Inner Voice To Guide Player
22. Using BroadcastMessage()
23. Refactoring Our Message System
24. Normalizing Audio Files
25. Landing Area Prefab
25. Landing Area Prefab.srt
26. Compacting Your Unity Folder
29. Section 9 Wrap-Up
12. Twin Sticks 2.5D
01. Welcome to Twin Sticks
04. Introducing Version Control
05. Sharing Your Game With Git
06. Using SourceTree & Git
07. Using CrossPlatformInputManager
08. Using Analog Gamepad (Optional)
10. Using The RollerBall Prefab
11. Designing A Replay System
12. Class Vs Struct In C#
13. Creating A Replay System
14. Building A Game Manager
15. Touchscreen Joystick Control
16. Level Unlocks In Unity
17. Pausing Your Game
18. Reading From 2nd Stick
21. Section 10 Wrap-Up
13. Ahoy Matey RTS
01. Section 11 Notes
02. Section 11 Game Design Document (GDD)
03. Testing Network Games Locally
04. Deploying Our Game Locally
05. Introducing Network Manager
06. Replacing Network Manager HUD
07. About The Override Keyword
08. Logging Client Start Requests
09. Using NetworkTransform
10. Networked Player Movement
11. Multiple Players With Local Authority
12. MultiPlayer Cameras
13. Network Recap & What’s Next
16. Section 11 Wrap-Up
14. TileVania – 2D Tilemap Platformer
01. Where This Section Came From
03. Welcome To TileVania
04. TileVania Game Design
05. Slicing Sprite Sheets
06. Intro To Unity Tilemap
07. Unity Rule Tiles
08. Create Player Idle Animation
09. Animation States & Transitions
10. Implement 2D Collision
11. Maximize Learning Value
12. Move Player Horizontally
13. Flip Character Sprite
14. Instructor Hangout 6.1
15. Animation State In Code
16. Jumpy Jumpy
17. Jump if IsTouchingLayers
18. Climb Ladder
19. Climb Ladder Tweaks
20. Perspective Vs Orthographic Cameras
21. Cinemachine Follow Camera
22. Cinemachine Confiner Extension
23. State-Driven Cameras
24. Prevent Wall Jump
25. Making Enemies
26. Player Death
27. Adding Hazards
28. Level Flow Layout
29. Level Exit Portal
30. Start & Success Screens
31. Game Session Controller
32. Coin Pickups
33. Persistent SFX
33.1 SFX Coin Pickup.ogg.ogg
34. Persistent Score & Lives
35. Remembering Pickups
15. Continuing Your GameDev Journey
01. Show Level Load Progress Bar
02. Challenge Make Health Bar Prefab
03. About Dynamic Music
04. Our Facebook Group
06. THE END
08. Credits
Complete_C#_Unity_Developer_2D_Files.7z