Welcome To The Course Install Unity 2018.3 Install Visual Studio Code Quick Game Design Overview Architectural Overview Community & Support Section Overview - Basic Movement Create A Simple Sandbox Move Using Nav Mesh Agent Refining Your Nav Mesh Introduction To Raycasting Implement Click-To-Move Create A Fixed Follow Camera Animation Blend Trees Match Animation To Movement Basic Movement Tweaks Project Folder Structure Section Intro - High Level Design 1.5 Page Game Design Document The Player Experience First Draft Of Your GDD Section Overview - Basic Combat Separating The Control Layer Namespaces To See Dependencies Raycasting For Components Implementing Action Priority Move Within Range Cancelling Combat With Movement Decoupling Dependency Cycles Dependency Inversion With Interfaces Add Attack Animation Trigger Animation In Code Throttling Our Attacks Taking Damage Nested Prefabs And Variants Using Prefab Variants Any State Animations Trigger Death Animation Stop Attacking Already Look Them In The Eyes Ignore Dead Enemies Bugs? What Bugs? Section Overview - Enemy AI Calculating AI Chase Distance Swappable Control Systems Disable Control When Dead Visualising With Gizmos AI Guarding Behaviour That's Some Suspicious Behaviour Visualising Waypoints Waypoint Loops Patrolling Behaviour Dwelling At Waypoints Section Overview - First Moment Design A Moment Sketch Your Moment Tips To Improve Workflow Craft The Environment Hits-To-Kill Design Metric Tweak Enemy Patrol Cinemachine Follow Camera Make Cinematic Sequence Trigger Cinemachine Cut Scene The Observer Pattern In C# Player Input In Cutscenes Section Overview - Scene Management Make A Second Scene Scene Loading Portals How Coroutines Work Wait For Scene To Load Player Spawn Point Cross Scene References Canvas Groups For Fading Nested Coroutines For Fading Avoiding The Singleton Pattern Section Overview: Saving Asset Pack The Saving System Overview Triggering Saving And Loading Saveable Components And GameObjects Challenge: Saveable Health Checkpoints Between Scenes Loading The Saved Scene BONUS: Capturing Multiple Parameters Section Overview: Saving System Save System Design Overview Of Binary Serialization File Paths In C# Understanding Unicode Filestream Read And Write In C# Converting To Binary In C# BinaryFormatter For Serialization Saveable Entities Generating UUIDs In C# Editing SerializedFields Serializing With SaveableEntities Saving Multiple Scenes - Part 1 Saving Multiple Scenes - Part 2 Checkpoints Between Scenes ISaveable Components Deduplicating UUIDs Restoring Health Reloading The Last Scene Fading Before Scene Load Section Overview: Simple Weapons Equip A Weapon Animator Override Controller Creating Scriptable Objects Unarmed As A Weapon Basic Weapon Pickup Left Handed Weapons Make A Weapon Projectile Shoot Projectiles Damage From Projectiles Trails & Prefab Variants Destroy Old Weapon Improve Projectile Behaviour Fireball Weapon & Pickup Fireball Particle System Projectile Impact Effect Destroy The Unwanted Resetting The Default Animator Dynamic Resource Loading Saving Weapon Choice Pickup Respawning Progression Design Progression Scriptable Object Looking Up The Health Stat Debug Health Display Enemy Health Display Awarding Experience Points Editing Scriptable Object Files Finding A Stat By Enum Saving Experience Points Displaying Experience Performant Lookups With Dictionaries Levelling Up Displaying The Level Squashing Health Bugs Events And Delegates Delegates And Actions For Leveling Up Saving Race Conditions Level Up Events And Particle Effects Damage Progression Extensible Modifier System Percentage Modifiers Data Hazards And Race Conditions Hunting Down Race Conditions Awake vs Start Lazy Initialisation Progression Stats Spreadsheet Configurable Cursors Cursors And UI Generic Raycastable Components Cursor Type With IRaycastable Raycast Sorting Raycasting To A NavMesh Calculating A NavMesh Path In Game UI Text Fading Animation Spawning Damage Text Using Unity Events Updating The Damage Text Value Unity Events With Parameters Health Bar UI Updating The Health Bar Scale Disabling Empty Health Bars Fixing The Fader Coroutine Race Conditions Camera Facing LateUpdate Fix Sound Effects And UnityEvents Weapon Prefab Refactor Fighter To Weapon Communication Boom Microphone Audio Listener Health Pickup Hack Visual Polish Audit Visual Polish Part 1 Visual Polish - Macro Details Visual Polish - Micro Detail Combat Moment Fine Tuning Bug: Attacking Distant Enemies Enemy AI Agro Enemy Mob Mechanics Bug: Shooting Over Water You've Finished The Course!