OUR COURSES




Mastering Digital Design - An Introduction to C# Programming, Scripting, and Coding for Games

Mastering Digital Design - An Introduction to C# Programming, Scripting, and Coding for Games

Duration 21 hr 4 mins

Languages en_US

Course Description

The Unity Game Engine is among the most popular used today in the Game Industry. This course will give you a Beginner-To-Intermediate understanding of programming and understanding technical scripting and how it is used in today’s popular games. Alan Thorn and Char Morgan will be covering C# fundamentals as well as how to script in Unity using the C# language and the basics in writing scripts in Maya in both MEL and Python respectively. Additionally, learn how to create believable game worlds and behaviours by scripting gameplay in C#. 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.
Learn tips and tricks of creating dynamic animation and games design.

Course Objectives

1. Learn how programming is used in game development

Content

Resource Files
Chapter 1 - Introduction (01:01)
Chapter 2 - Creating a C# Script File
Chapter 3 - Compiling and the Console Window
Chapter 4 - Creating a Hello World Application
Chapter 5 - Introducing Variables
Chapter 6 - Writing Expressions with Variables
Chapter 7 - Enumerations (04:30)
Chapter 8 - Constants (03:03)
Chapter 9 - Conditional Statements and If
Chapter 10 - For Loop
Chapter 11 - While Loop
Chapter 12 - Functions Introduction
Chapter 13 - Events Introduction
Chapter 14 - Functions with Arguments and Return Values
Chapter 15 - Classes Introduction
Chapter 16 - Rotating Objects with the Transform Class
Chapter 17 - Unity Class Documentation
Chapter 18 - Derived Classes Introduction
Chapter 19 - Extending a Class
Chapter 20 - MonoBehavior (02:46)
Chapter 19 - Transforms and Translations
Chapter 20 - Transforms and Rotations
Chapter 21 - Transforms and Scaling
Chapter 22 - Singletons (07:00)
Chapter 1 - Introduction (00:58)
Chapter 2 - Coroutine Details
Chapter 3 - Creating a Coroutine
Chapter 4 - WaitForSeconds and Coroutines
Chapter 5 - Coroutines and Frame Delays
Chapter 6 - Going Further with Coroutines
Chapter 7 - Components and Communication
Chapter 8 - Accessing Components
Chapter 9 - Searching For Components
Chapter 10 - Using BroadcastMessage
Chapter 11 - Polymorphism and Virtual Functions
Chapter 12 - Overriding Virtual Functions
Chapter 13 - Validation with C# Properties
Chapter 14 - Delegates (04:44)
Chapter 15 - Moving Further with Delegates
Chapter 16 - GameObjects (03:12)
Chapter 17 - Searching for GameObjects
Chapter 18 - Transforms and Hierarchies
Chapter 1 - Introduction (00:57)
Chapter 2 - Fixing Game Resolution From the Editor
Chapter 3 - Fixing Game Resolution From Script
Chapter 4 - Saving and Restoring Game Resolution
Chapter 5 - Editing Materials From Script
Chapter 6 - Creating Component Dependencies
Chapter 7 - Scheduling Regular Tasks
Chapter 8 - Creating Animation Curves
Chapter 9 - Preparing to Work with Curves
Chapter 10 - Animating Motion with Curves
Chapter 11 - Notifications and Events
Chapter 12 - Making the Notifications Manager a Singleton Object
Chapter 13 - Using .NET Dictionaries to Record Listeners
Chapter 14 - Adding Listener Objects
Chapter 15 - Posting Notifications
Chapter 16 - Moving Further
Chapter 1 - Intro (00:52)
Resource Files
Chapter 2 - What is MEL and Python
Chapter 3 - Procedures and Definitions
Chapter 4 - Variables and Scope
Chapter 5 - Arrays and Lists
Chapter 6 - Pass by Reference
Chapter 7 - Iterators 01
Chapter 8 - Iterators 02
Chapter 9 - Conditional Statements 01
Chapter 10 - Conditional Statements 02 (08:30)
Chapter 11 - Saving and Sourcing
Chapter 12 - Conclusion (02:16)
Resource Files
Chapter 1 - Intro (01:12)
Chapter 2 - Course Requirements
Chapter 3 - Getting Started with Movement and Motion
Chapter 4 - Vectors and Coordinate Spaces
Chapter 5 - Delta Time (03:55)
Chapter 6 - Gizmos (09:13)
Chapter 7 - Gizmo Icons
Chapter 8 - Quaternions (05:58)
Chapter 9 - Rotation and Circular Motion
Chapter 10 - Rotation and Looking
Chapter 11 - Rotation and Rotational Speed
Chapter 12 - Orbiting and Movement with Quaternions
Chapter 1 - Intro (01:03)
Chapter 2 - Player Movement
Chapter 3 - Physics and Collisions
Chapter 4 - World Space vs Local Space
Chapter 5 - Coordinate Space Conversions
Chapter 6 - Gravity and Jumping
Chapter 7 - Quaternion Slerping
Chapter 8 - Vector Projection
Chapter 9 - Terrain Hovering Project
Chapter 10 - Terrain Planar Movement
Chapter 11 - Terrain Elevation
Chapter 12 - Normal Vectors
Chapter 1 - Intro (01:01)
Chapter 2 - Getting Started with Character Animation
Chapter 3 - Correcting Root Motion
Chapter 4 - Starting a Blend Tree
Chapter 5 - Working with Motion Fields
Chapter 6 - Scripting with Blend Trees
Chapter 7 - JSON Data
Chapter 8 - JSON and Persistent Data
Chapter 9 - Planning an Inventory
Chapter 10 - The Inventory GUI
Chapter 11 - Creating an Inventory Panel
Chapter 12 - Scripting Inventory Items
Chapter 13 - Completing the Inventory
Chapter 1 - Intro (00:52)
Chapter 2 - Approaching Object Picking
Chapter 3 - Handling Tap Input
Chapter 4 - Introducing Twin Stick Controls
Chapter 5 - Mouse Looking
Chapter 6 - Ammo Prefabs
Chapter 7 - Instantiating Ammo
Chapter 8 - Introducing Ammo Pooling
Chapter 9 - Scripting Ammo
Chapter 10 - Creating an Ammo Manager
Chapter 11 - Creating an Ammo Pool
Chapter 12 - Introducing Queues
Chapter 13 - Managing Ammo Spawning and Conclusion
Chapter 1 - Introduction (01:12)
Chapter 2 - Preparing for AI
Chapter 3 - Proximity Detection
Chapter 4 - Field of View
Chapter 5 - Line of Sight
Chapter 6 - Navmesh Generation
Chapter 7 - Path-Finding and Steering
Chapter 8 - Codeless Patrolling
Chapter 9 - Introducing FSMs
Chapter 10 - Creating States
Chapter 11 - State Switching
Chapter 12 - Completing the AI
Chapter 13 - Exploring the Patrol State
Chapter 14 - Chase, Attack and Conclusion
Resource Files
Chapter 1 - Intro (01:13)
Chapter 2 - Defining the Problem
Chapter 3 - Design Principles
Chapter 4 - Low Level Procedures
Chapter 5 - Tagging Meshes Procedure
Chapter 6 - Find Objects Procedure
Chapter 7 - Find Blendshapes Procedure
Chapter 8 - Clear Garbage Procedure
Chapter 9 - Export Node Procedures 01
Chapter 10 - Export Node Procedures 02
Resource Files
Chapter 1 - Intro (00:54)
Chapter 2 - Model Procedures
Chapter 3 - Animation Procedures
Chapter 4 - Copy and Connect Skeleton Procedure
Chapter 5 - Transform to Origin Procedure
Chapter 6 - Anim Layer Procedures
Chapter 7 - Set Anim Layers From Settings Procedure
Chapter 8 - Export Procedures
Chapter 9 - Export FBX Animation Procedure
Chapter 10 - Export FBX Character Procedure
Resource Files
Chapter 1 - Intro (00:59)
Chapter 2 - Creating the Main Window
Chapter 3 - Creating Animation UI Elements
Chapter 4 - Setting up Animation Form Layout
Chapter 5 - Creating Model UI Elements
Chapter 6 - Setting up Model Form Layout
Chapter 7 - Pop-up Menus
Chapter 8 - Populating the Root Joint Panel
Chapter 9 - Populating Actor Panel
Chapter 10 - Help Menus
Resource Files
Chapter 1 - Intro (01:08)
Chapter 2 - Defining the UI Behavior
Chapter 3 - Tag for Origin Button
Chapter 4 - Populate Model Export Nodes Panel
Chapter 5 - Populate Geometry Panel
Chapter 6 - Update Model Export Settings
Chapter 7 - Export Buttons
Chapter 8 - Filename UI
Chapter 9 - Popup Menus-Select Delete
Chapter 10 - Popup Menus-Rename
Chapter 11 - Conclusion (10:29)
Resource Files
Chapter 1 - Intro (00:57)
Chapter 2 - Populate Export Nodes Panel
Chapter 3 - Create New Export Nodes and Popup Menus
Chapter 4 - Update UI Settings
Chapter 5 - Export Node From UI
Chapter 6 - AnimLayer Buttons
Chapter 7 - Export Buttons and Popup Menus
Chapter 8 - Debugging Animation Tab
Chapter 9 - Debugging Model Tab