Module 1: Games and Game Engines
Game Engines—What Are They?
- The First Way to Build a House
- The Second Way to Build a House
- About the First Approach
- About the Second Approach
- In conclusion
Game Engines Historically
Game Engines Today
The Unity Game Engine
Module 2: Introduction to Unity
Install Unity
Configure Unity
- On Disk 15
- In the Cloud
The Script Editor: Visual Studio
Navigating the Unity Interface
Understanding the Different Window Views
Configure and Customize the Layout
The Transform Toolset
Handle Position Controls
Play, Pause, and Step Controls
Unity Project Structure
Unity Documentation
Module 3: Foundations
Game Objects: Our Container Entities Entity-Component Design
Components: Building Blocks Sprites
Animations
- The Animator State Machine
Colliders
The Rigidbody Component
- Tags and Layers
- Tags
- Layers
Sorting Layers
Introducing: Prefabs
Scripts: Logic for Components
State and Animations
More State Machines
Animation Parameters
Module 4: World Building
Tilemaps and Tile Palettes
Creating Tile Palettes
Painting with Tile Palettes
- The Tile Palette
Working with Multiple Tilemaps
Graphics Settings
The Camera
Using Cinemachine
- Installing Cinemachine in Unity 2017
- Installing Cinemachine in Unity 2018
- After Installing Cinemachine
Virtual Cameras
- Cinemachine Confiner
Stabilization
Materials
Colliders and Tilemaps
- Tilemap Collider 2D
- Composite Colliders
- Editing Physics Shapes
Module 5: Assembling the Nuts and Bolts
Character Class
Player Class
Focus on Prefabs
Create a Coin Prefab
Set Up the Circle Collider 2D
Set Up a Custom Tag
Layer-Based Collision Detection
Triggers and Scripting
Scriptable Objects
Creating a Scriptable Object
Build the Consumable Script
Assembling Our Item
Player Collisions
Creating a Heart Power-Up
Module 6: Health and Inventory
Creating a Health Bar
Canvas Objects
UI Elements
Building the Health Bar
Anchors
Adjusting the Anchor Points
UI Image Masks
Importing Custom Fonts
Adding Hit-Points Text
Scripting the Health Bar
Scriptable Object: HitPoints
Update the Character Script
Update the Player Script
Create the HealthBar Script
Configure the Health Bar Component
Inventory
Import the Inventory Slot Image
Configure the Inventory Slot
Create the Inventory Script
Module 7: Characters, Coroutines, and Spawn Points
Create a Game Manager
Singletons
Creating the Build a GameManager Prefab
Spawn Points
Build a Spawn Point Prefab
Configure the Player Spawn Point
Spawn the Player
In Summary
A Spawn Point for Enemies
Camera Manager
Using the Camera Manager
Character Class Design
The Virtual Keyword
The Enemy Class
Refactoring
The Internal Access Modifier
Coroutines Invoking Coroutines
Coroutine
Coroutines with Time Intervals
The Abstract Keyword
Implementing the Enemy Class
The DamageCharacter() method ResetCharacter()
Calling ResetCharacter() in OnEnable()
KillCharacter()
Updating the Player Class
Refactoring Prefab Instantiation
Review
Using What We’ve Built
OnCollisionEnter2D
OnCollisionExit2D
Configure the Enemy Script
Module 8: Artificial Intelligence and Slingshots
The Wander Algorithm
Getting Started
Create the Wander Script
Wander Variables
Build Out Start()
The Wander Coroutine
Choosing a New Endpoint
Angles to Radians to Vectors!
Enemy Walk Animation
The Move() Coroutine
Configure Wander Script
OnTriggerEnter2D()
OnTriggerExit2D()
Gizmos
Self-Defense