Intro to C# in Unity

In this comprehensive 3DMotive.com course for beginners, instructor Alan Thorn explores how to get started at C# Programming by making games using the Unity engine. In just a few hours, you’ll learn the fundamentals of programming for designing and building games easily with professional-grade development tools; no previous experience required. Design levels, define behaviours and create playable experiences that are fun for everybody as you learn the C# language, step by step.

Learn Fundamentals

This course explores programming fundamentals, such as variables, functions, conditional statements, loops, components and classes. Plus, we’ll see more advanced features too: including coroutines, inheritance, events, statics and singeltons. During this course, we’ll create a completely playable shooter game including object physics, NPC intelligence, post-processing camera effects; particle systems, weapon systems and lot’s more. By the end, you’ll be strongly positioned to create interesting games independently using C#, and you’ll be ready to tackle more advanced challenges that push your knowledge to the next level. This is the place for all aspiring game developers to get started with confidence!

Author: Alan Thorn
Software: Unity
Skill Level: Beginner
Video Length: 05:12:25

Chapter List

Volume 1

  • Chapter 1 – Intro
  • Chapter 2 – Creating a Script File
  • Chapter 3 – Hello World
  • Chapter 4 – Variables and the Inspector
  • Chapter 5 – Components and Variables
  • Chapter 6 – The Update Function
  • Chapter 7 – Conditional Statements
  • Chapter 8 – FPS and Delta Time
  • Chapter 9 – Translation and Rotation
  • Chapter 10 – Conclusion

Volume 2

  • Chapter 1 – Intro
  • Chapter 2 – Starting the Space Shooter Project
  • Chapter 3 – Getting Started with Physics and Controls
  • Chapter 4 – Rigid Bodies
  • Chapter 5 – Velocity and Vectors
  • Chapter 6 – Creating a Health Class
  • Chapter 7 – C# Properties
  • Chapter 8 – Namespaces and Events
  • Chapter 9 – Visual Scripting
  • Chapter 10 – Conclusion

Volume 3

  • Chapter 1 – Intro
  • Chapter 2 – Particles and Ammo
  • Chapter 3 – Coding with Particles
  • Chapter 4 – Firing, Functions, and Returns
  • Chapter 5 – Coding with Audio
  • Chapter 6 – Interobject Communication
  • Chapter 7 – Looking at Objects
  • Chapter 8 – Velocity and Following
  • Chapter 9 – Handling Collision
  • Chapter 10 – Ammo Collisions and Health
  • Chapter 11 – Conclusion

Volume 4

  • Chapter 1 – Intro
  • Chapter 2 – Setting the Scene
  • Chapter 3 – Getting Started with Object Spawning
  • Chapter 4 – Moving Further with Object Spawning
  • Chapter 5 – Timed Events
  • Chapter 6 – Object Destruction
  • Chapter 7 – Working with UI
  • Chapter 8 – Getting Started with Object Spawning
  • Chapter 9 – Unity Reference
  • Chapter 10 – Conclusion
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