Dərslər həftədə 2 dəfə,hər dərs 2 saat olmaqla tədris olunur. Kursu bitirən şəxslər sertifikatla təmin olunur.
Sillabus
Giriş
Step 1: İntro video
Step 2: Download Unity
Unit 1 - Player Movement (Driving Simulator Prototype)
Lesson 1.1 Start your 3D Engines
Step 1: Make a course folder and new project
Step 2: Import assets and open Prototype 1
Step 3: Add our vehicle to the scene
Step 4: Add an obstacle and reposition it
Step 5: Locate our camera and run the game
Step 6: Move the camera behind the vehicle
Step 7: Customize the interface la]out
Lesson 1.2 Pedal to the Metal
Step 1: Create and apply our 1rst script
Step 2: Add a comment in the Update() method
Step 3: Give the vehicle a forward motion
Step 4: Use a Vector3 to move forward Step
5: Customize the vehicles speed
Step 6: Add RigidBody components to objects
Step 7: Duplicate and position the obstacles
Lesson 1.3 High Speed Chase
Step 1: Add a speed variable for our vehicle
Step 2: Create a new script for the camera
Step 3: Add an offset to the camera position
Step 4: Make the offset into a Vector3 variable
Step 5: Smooth the Camera with LateUpdate
Step 6: Edit the playmode tint color
Lesson 1.4 Step into the Driver’s Seat
Step 1: Allow the vehicle to move left/right
Step 2: Base left/right movement on input
Step 3: Take control of the vehicle speed
Step 4: Make vehicle rotate instead of slide
Step 5: Clean our code and hierarchy
Unit 2 - Basic Gameplay (Feed the Animals Prototype)
Lesson 2.1 Player Positioning
Step 1: Create a new Project for Prototype 2 Step 2: Add the Player, Animals, and Food
Step 3: Get the user’s horizontal input
Step 4: Move the player left-to-right
Step 5: Keep the player inbounds
Step 6: Clean up your code and variables
Lesson 2.2 Food Flight
Step 1: Make the projectile fly forwards
Step 2: Make the projectile into a prefab
Step 3: Test for spacebar press
Step 4: Launch projectile on spacebar press
Step 5: Make animals into prefabs
Step 6: Destroy projectiles offscreen
Step 7: Destroy animals offscreen
Lesson 2.3 Random Animal Stampede
Step 1: Create a spawn manager
Step 2: Spawn an animal if S is pressed
Step 3: Spawn random animals from array
Step 4: Randomize the spawn location
Step 5: Change the perspective of the camera
Lesson 2.4 Collision Decisions
Step 1: Make a new method to spawn animals
Step 2: Spawn the animals at timed intervals
Step 3: Add collider and trigger components
Step 4: Destroy objects on collision
Step 5: Trigger a ”Game Over” message
Unit 3 - Animation, Sound, & Effects (Run and Jump Prototype)
Lesson 3.1 Jump Force
Step 1: Open prototype and change background
Step 2: Choose and set up a player character
Step 3: Make player jump at start
Step 4: Make player jump if spacebar pressed
Step 5: Tweak the jump force and gravity
Step 6: Prevent player from double-jumping
Step 7: Make an obstacle and move it left
Step 8: Create a spawn manager
Step 9: Spawn obstacles at intervals
Lesson 3.2 Make the World Whiz By
Step 1: Create a script to repeat background
Step 2: Reset position of background
Step 3: Fix background repeat with collider
Step 4: Add a new game over trigger
Step 5: Stop MoveLeft on gameOver
Step 6: Stop obstacle spawning on gameOver
Step 7: Destroy obstacles that exit bounds
Lesson 3.3 Don’t Just Stand There
Step 1: Explore the player’s animations
Step 2: Make the player start off at a run
Step 3: Set up a jump animation
Step 4: Adjust the jump animation
Step 5: Set up a falling animation
Step 6: Keep player from unconscious jumping
Lesson 3.4 Particles and Sound Effects
Step 1: Customize an explosion particle
Step 2: Play the particle on collision
Step 3: Add a dirt splatter particle
Step 4: Add music to the camera object
Step 5: Declare variables for Audio Clips
Step 6: Play Audio Clips on jump and crash
Unit 4 - Gameplay Mechanics (Sumo Battle Prototype)
Lesson 4.1 Watch Where You’re Going
Step 1: Create project and open scene
Step 2: Set up the player and add a texture
Step 3: Create a focal point for the camera
Step 4: Rotate the focal point by user input
Step 5: Add forward force to the player
Step 6: Move in direction of focal point
Lesson 4.2 Follow the Player
Step 1: Add an enemy and a physics material
Step 2: Create enemy script to follow player
Step 3: Create a lookDirection variable
Step 4: Create a Spawn Manager for the enemy
Step 5: Randomly generate spawn position
Step 6: Make a method return a spawn point
Lesson 4.3 PowerUp and CountDown
Step 1: Choose and prepare a powerup
Step 2: Destroy powerup on collision
Step 3: Test for collision with a powerup
Step 4: Apply extra knockback with powerup
Step 5: Create Countdown Routine for powerup
Step 6: Add a powerup indicator
Lesson 4.4 For-Loops For Waves
Step 1: Write a for-loop to spawn 3 enemies
Step 2: Give the for-loop a parameter
Step 3: Destroy enemies if they fall off
Step 4: Increase enemyCount with waves
Step 5: Spawn Powerups with new waves
Unit 5 - User Interface (Quick Click Prototype)Lesson 5.1 Clicky Mouse
Step 1: Create project and switch to 2D view
Step 2: Create good and bad targets
Step 3: Toss objects randomly in the air
Step 4: Replace messy code with new methods
Step 5: Create object list in Game Manager
Step 6: Create a coroutine to spawn objects
Step 7: Destroy target with click and sensor
Lesson 5.2 Keeping Score
Step 1: Add Score text position it on screen
Step 2: Edit the Score Text’s properties
Step 3: Initialize score text and variable
Step 4: Create a new UpdateScore method
Step 5: Add score when targets are destroyed
Step 6: Assign a point value to each target
Step 7: Add a Particle explosion
Lesson 5.3 Game Over
Step 1: Create a Game Over text object
Step 2: Make GameOver text appear
Step 3: Create GameOver function
Step 4: Stop spawning and score on GameOver
Step 5: Add a Restart button
Step 6: Make the restart button work
Step 7: Show restart button on game over
Lesson 5.4 What’s the Difficulty?
Step 1: Create Title text and menu buttons
Step 2: Add a DificultyButton script
Step 3: Call SetDificulty on button click
Step 4: Make your buttons start the game
Step5: Deactivate Title Screen on StartGame
Step 6: Use a parameter to change dificulty
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