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Learn Advanced C# Scripting In Unity 5 For Games

LeeAndro

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Last updated 9/2016MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHzLanguage: English | Size: 775.13 MB | Duration: 5h 27m

Learn advanced and powerful C# scripting techniques for building professional-grade games in Unity

What you'll learn
Understand the mathematics behind 3D games to create motion, animation and believable behaviours
See real-world case studies in applying C# to solve game development problems
Develop -saving techniques for building complex gameplay mechanics
Requirements
A working understanding of C# and Unity is required
Description
Learn how to create believable game worlds and behaviours by scripting gameplay in C#.​

In this comprehensive 3dmotive course targeted at intermediate users, instructor Alan Thorn demonstrates advanced C# scripting techniques and their underlying concepts for solving real-world development problems. Understand core mathematical ideas, like Vectors and Quaternions, for making objects move, rotate and change predictably. See how to apply C# for implementing line of sight functionality, artificial intelligence, collision detection and lots more. In addition, see how to work with large amounts of data, how to understand coordinate systems and spatial problems, and how to customize the Unity editor to work the way you need it to. By the end of this course you'll have established a highly valuable foundation for coding confidently with C# to develop sophisticated games that are impressive - and marketable.
(Students - please look under Section 1 / Lecture 1 s for the source files associated with the lesson.)
More about the Instructor
Alan Thorn is a game developer, author and educator with 15 years industry experience. He makes games for PC desktop, Mobile and VR. He founded 'Wax Lyrical Games' and created the award-winning game 'Baron Wittard: Nemesis of Ragnarok', working as designer, programmer and artist. He has written sixteen technical books on game development and presented ten video training courses, covering game-play programming, Unity development, and 3D modelling. He has worked in game development education as a visiting lecturer for the 'National Film and Television School', as a Lead Teacher for 'Uppingham School', and is currently a Senior Lecturer at 'Teesside University' where he helps students develop the skills needed for their ideal role in the games industry.

Overview

Section 1: Introduction to the Course and an Intro to Movement

Lecture 1 Course Files Here!

Lecture 2 Introduction to the Course and Overview

Lecture 3 Course Requirements

Lecture 4 Getting Started with Movement and Motion

Lecture 5 Vectors and Coordinate Spaces

Lecture 6 Delta

Lecture 7 Gizmos

Lecture 8 Gizmo Icons

Lecture 9 Quaternions

Lecture 10 Rotation and Circular Motion

Lecture 11 Rotation and Looking

Lecture 12 Rotation and Rotational Speed

Lecture 13 Orbiting and Movement with Quaternions

Section 2: Gravity, Jumping, and basic Physics

Lecture 14 Introduction

Lecture 15 Player Movement

Lecture 16 Physics and Collisions

Lecture 17 World Space vs Local Space

Lecture 18 Coordinate Space Conversions

Lecture 19 Gravity and Jumping

Lecture 20 Quaternion Slerping

Lecture 21 Vector Projection

Lecture 22 Terrain Hovering Project

Lecture 23 Terrain Planar Movement

Lecture 24 Terrain Elevation

Lecture 25 Normal Vectors

Section 3: Character Animation and the Inventory

Lecture 26 Introduction

Lecture 27 Getting Started with Character Animation

Lecture 28 Correcting Root Motion

Lecture 29 Starting a Blend Tree

Lecture 30 Working with Motion Fields

Lecture 31 Scripting with Blend Trees

Lecture 32 JSON Data

Lecture 33 JSON and Persistent Data

Lecture 34 Planning an Inventory

Lecture 35 The Inventory GUI

Lecture 36 Creating an Inventory Panel

Lecture 37 Scripting Inventory Items

Lecture 38 Completing the Inventory

Section 4: Expanding on Ammo and Inventory Items

Lecture 39 Introduction

Lecture 40 Approaching Object Picking

Lecture 41 Handling Tap Input

Lecture 42 Introducing Twin Stick Controls

Lecture 43 Mouse Looking

Lecture 44 Ammo Prefabs

Lecture 45 Initiating Ammo

Lecture 46 Introducing Ammo Pooling

Lecture 47 Scripting Ammo

Lecture 48 Creating an Ammo Manager

Lecture 49 Creating an Ammo Pool

Lecture 50 Introducing Queues

Lecture 51 Managing Ammo Spawning and Conclusion

Section 5: Building AI

Lecture 52 Introduction

Lecture 53 Preparing for AI

Lecture 54 Proximity Detection

Lecture 55 Field of View

Lecture 56 Line of Sight

Lecture 57 Navmesh Generation

Lecture 58 Path-Finding and Steering

Lecture 59 Codeless Patrolling

Lecture 60 Introducing FSMs

Lecture 61 Creating States

Lecture 62 State Switching

Lecture 63 Completing the AI

Lecture 64 Exploring the Patrol State

Lecture 65 Chase, Attack, and Course Conclusion

Lecture 66 Bonus Lecture: Further Learning with 3dmotive

Indie Developers, Game Development Students, Hobbyists and Professionals seeking to improve their skillset,This course is not intended for bners!

HomePage:
Code:
Https://anonymz.com/https://www.udemy.com/course/3dmotive-learn-advanced-c-scripting-in-unity-5/



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Code:
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