Getting Started with Unity 4 Scripting
Course
Online
Description
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Course
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Methodology
Online
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Start date
Different dates available
Harness the power of scripting in Unity 4 to build great gamesGetting Started with Unity 4 Scripting will explain everything that you need to know; from the basics of the Unity game engine, through to how the component system and Input Manager works. Learn how to create a custom GUI and set up basic AI pathfinding systems, and progressively cover more advanced topics such as inter-communication between the different languages that the Unity game engine supports.With this video course, you will learn about render loops and basic entry point functions that the Unity engine exposes, followed by the component system, Input system, Gizmos, character controllers, and GUI Scripting. This video course culminates by teaching you about the AI system and the script compilation orders that the Unity game engine provides, as well as all the basic components that comprise a good game.Learn everything you need to know about how scripting in Unity works; everything from exposing variables in scripts, entry point functions, render loops, and colliders, including how to make them work, to an in-depth introduction of the component system and its intricacies. Discover how to add, remove, and create custom components, as well as about the anatomy of the Input, GUI, and Gizmos system, how they work, and how they behave in tandem.By the end of this course, you'll be knowledgeable enough to create any basic game by harnessing the power of Unity.About the Author
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Juan Sebastian started to develop an interest in computer graphics and visualization software early in his college years, when he started to work at the virtual reality lab on a laparoscopic surgery simulator; there after he did his internship in web design, but he knew that game development was the way to go. He found web development boring, and got entry level work at a game studio as a Junior Programmer. There he started to learn Unity and work on some games, and he also started to work on side projects of his own
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About this course
Learn how the basic entry points in Unity work, such as render loops, start and awake functions, colliders, and triggers
Create custom code that interacts with Unity engine components; such as scripts to make the engine's Artificial Intelligence move
Learn how to harness mouse, keyboard, and controller input with your scripts
Encapsulate your project in order to be able to port it to other platforms in the future
Create visual aids to help you to better understand how your scripts behave through the use of Gizmos
Learn how to make a basic character move in Unity; with this you will have the knowledge to make an FPS or a third-person character controller and also know how to mix it with your custom scripts
Create basic GUI controls and create your custom GUI either by manually placing it or letting the engine do all the layout placing for you
Create custom GUI skins that blend well with your game's art
Learn how to combine different languages in Unity, such as mixing JavaScript and C# in case you need to use external libraries written in other languages that the Unity game engine also supports
Discover the intricacies of how different scripts get executed in order to manually specify an order of execution for your custom scripts
Learn about how Unity's game engine compiles scripts; mix and match programming languages in your game
Work with Unity's AI pathfinding system; create enemies for your game or friendly bots to help a player
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Subjects
- Project
- Private
- Public
- Web
- Logic
- Works
- Access
Course programme
- Open the project and create a C# script file
- Create public/private variables depending on your needs
- Check the Inspector for the created variables in the script
- Open the project and create a C# script file
- Create an Awake/Start function and fill it with logic
- Execute the project to see the output
- Open the project and create a C# script file
- Write the functions for the render loops (Update, FixedUpdate, OnGUI) and fill them with logic
- Execute the project to see the output
- Open the project and create a C# script file
- Write the callback functions that we want to catch
- Execute the code and see the output
- Open the project and create a C# script file
- Create mouse callbacks and implement the logic
- Run the project to see the callbacks in action
- Open the project and create a C# script file
- Create public/private variables depending on your needs
- Check the Inspector for the created variables in the script
- Open the project and create a C# script file
- Create an Awake/Start function and fill it with logic
- Execute the project to see the output
- Open the project and create a C# script file
- Write the functions for the render loops (Update, FixedUpdate, OnGUI) and fill them with logic
- Execute the project to see the output
- Open the project and create a C# script file
- Write the callback functions that we want to catch
- Execute the code and see the output
- Open the project and create a C# script file
- Create mouse callbacks and implement the logic
- Run the project to see the callbacks in action
- Open the project and create a C# script file
- Create public/private variables depending on your needs
- Check the Inspector for the created variables in the script
- Open the project and create a C# script file
- Create public/private variables depending on your needs
- Check the Inspector for the created variables in the script
- Open the project and create a C# script file
- Create public/private variables depending on your needs
- Check the Inspector for the created variables in the script
- Open the project and create a C# script file
- Create public/private variables depending on your needs
- Check the Inspector for the created variables in the script
- Open the project and create a C# script file
- Create public/private variables depending on your needs
- Check the Inspector for the created variables in the script
- Open the project and create a C# script file
- Create public/private variables depending on your needs
- Check the Inspector for the created variables in the script
- Open the project and create a C# script file
- Create an Awake/Start function and fill it with logic
- Execute the project to see the output
- Open the project and create a C# script file
- Create an Awake/Start function and fill it with logic
- Execute the project to see the output
- Open the project and create a C# script file
- Create an Awake/Start function and fill it with logic
- Execute the project to see the output
- Open the project and create a C# script file
- Create an Awake/Start function and fill it with logic
- Execute the project to see the output
- Open the project and create a C# script file
- Create an Awake/Start function and fill it with logic
- Execute the project to see the output
- Open the project and create a C# script file
- Create an Awake/Start function and fill it with logic
- Execute the project to see the output
- Open the project and create a C# script file
- Write the functions for the render loops (Update, FixedUpdate, OnGUI) and fill them with logic
- Execute the project to see the output
- Open the project and create a C# script file
- Write the functions for the render loops (Update, FixedUpdate, OnGUI) and fill them with logic
- Execute the project to see the output
- Open the project and create a C# script file
- Write the functions for the render loops (Update, FixedUpdate, OnGUI) and fill them with logic
- Execute the project to see the output
- Open the project and create a C# script file
- Write the functions for the render loops (Update, FixedUpdate, OnGUI) and fill them with logic
- Execute the project to see the output
- Open the project and create a C# script file
- Write the functions for the render loops (Update, FixedUpdate, OnGUI) and fill them with logic
- Execute the project to see the output
- Open the project and create a C# script file
- Write the functions for the render loops (Update, FixedUpdate, OnGUI) and fill them with logic
- Execute the project to see the output
- Open the project and create a C# script file
- Write the callback functions that we want to catch
- Execute the code and see the output
- Open the project and create a C# script file
- Write the callback functions that we want to catch
- Execute the code and see the output
- Open the project and create a C# script file
- Write the callback functions that we want to catch
- Execute the code and see the output
- Open the project and create a C# script file
- Write the callback functions that we want to catch
- Execute the code and see the output
- Open the project and create a C# script file
- Write the callback functions that we want to catch
- Execute the code and see the output
- Open the project and create a C# script file
- Write the callback functions that we want to catch
- Execute the code and see the output
- Open the project and create a C# script file
- Create mouse callbacks and implement the logic
- Run the project to see the callbacks in action
- Open the project and create a C# script file
- Create mouse callbacks and implement the logic
- Run the project to see the callbacks in action
- Open the project and create a C# script file
- Create mouse callbacks and implement the logic
- Run the project to see the callbacks in action
- Open the project and create a C# script file
- Create mouse callbacks and implement the logic
- Run the project to see the callbacks in action
- Open the project and create a C# script file
- Create mouse callbacks and implement the logic
- Run the project to see the callbacks in action
- Open the project and create a C# script file
- Create mouse callbacks and implement the logic
- Run the project to see the callbacks in action
- Open the project and create a C# script file
- Use Destroy()/AddComponents to remove/add components from/to the game object
- Check the Inspector while in Game mode for the created/removed component
- Open the project and create a C# script file
- Create two components in the same script with public members
- Access the public members via GetComponent()
- Open the Inspector and click on the link to the documentation
- Search for the available variables/functions in the docs
- Use the function searched for in the docs on the script we are programming
- Open the project and create a C# script file
- Use a reference or the GameObject.Find() function to access the game object
- Call the GetComponent<>() function to access the component of the object referenced in the previous step
- Open the project and create a C# script file
- Use GetComponentsInChildren<>() in the parent game object
- Retrieve the array generated in the previous step and use the components as you wish
- Open the project and create a C# script file
- Use Destroy()/AddComponents to remove/add components from/to the game object
- Check the Inspector while in Game mode for the created/removed component
- Open the project and create a C# script file
- Create two components in the same script with public members
- Access the public members via GetComponent()
- Open the Inspector and click on the link to the documentation
- Search for the available variables/functions in the docs
- Use the function searched for in the docs on the script we are programming
- Open the project and create a C# script file
- Use a reference or the GameObject create a C# script file
- Create the functions for capturing mouse events
- Run the game and check if the functions are called correctly
- Open Unity and access the Input Manager (Edit -> Project Settings -> Input Manager)
- Modify the Input Manager's add/remove keys until you have all...
Additional information
Getting Started with Unity 4 Scripting
