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Unity from Zero to Proficiency (intermediate)

  • Development
  • May 10, 2025
SynopsisUnity from Zero to Proficiency (intermediate , available at $...
Unity from Zero to Proficiency (intermediate)  No.1

Unity from Zero to Proficiency (intermediate), available at $64.99, has an average rating of 4.7, with 86 lectures, 3 quizzes, based on 19 reviews, and has 340 subscribers.

You will learn about Code confidently in C# for Unity. Understand common coding mistakes and errors in Unity, and how to avoid them easily. Use Rigidbody physics to propel projectiles in the air. Instantiate, use and control Rigidbody objects from your script as well as explosions. Create a simple weapon management system. Create weapons (e.g., a gun and a grenade launcher), manage the collection of ammunition, and also implement a user interface to keep track of ammunition. Use Mecanim and NavMesh navigation to control an animated NPC that detects, follows, or shoot at the player. Create a fully functional game level with armed and intelligent NPCs looking for and attacking the player. Use Navmesh navigation so that the NPCs can find their way to the player. Use Mecanim to animate 3D characters. Control the animation and states of each NPC through your code. Create and use prefabs to speed-up your game creation process. Create and update a user interface. Create NPCs that can detect the player through vision. This course is ideal for individuals who are You are a beginners in Unity or programming. or You would like to become proficient in the core functionalities offered by Unity. or You would like to teach students or help your child to understand how to create games, using coding in C# or You would like to start creating games. or Although you may have had some prior exposure to Unity, you would like to delve more into Unity and understand its core functionalities in more detail. It is particularly useful for You are a beginners in Unity or programming. or You would like to become proficient in the core functionalities offered by Unity. or You would like to teach students or help your child to understand how to create games, using coding in C# or You would like to start creating games. or Although you may have had some prior exposure to Unity, you would like to delve more into Unity and understand its core functionalities in more detail.

Enroll now: Unity from Zero to Proficiency (intermediate)

Summary

Title: Unity from Zero to Proficiency (intermediate)

Price: $64.99

Average Rating: 4.7

Number of Lectures: 86

Number of Quizzes: 3

Number of Published Lectures: 86

Number of Published Quizzes: 3

Number of Curriculum Items: 89

Number of Published Curriculum Objects: 89

Original Price: $44.99

Quality Status: approved

Status: Live

What You Will Learn

  • Code confidently in C# for Unity.
  • Understand common coding mistakes and errors in Unity, and how to avoid them easily.
  • Use Rigidbody physics to propel projectiles in the air.
  • Instantiate, use and control Rigidbody objects from your script as well as explosions.
  • Create a simple weapon management system.
  • Create weapons (e.g., a gun and a grenade launcher), manage the collection of ammunition, and also implement a user interface to keep track of ammunition.
  • Use Mecanim and NavMesh navigation to control an animated NPC that detects, follows, or shoot at the player.
  • Create a fully functional game level with armed and intelligent NPCs looking for and attacking the player.
  • Use Navmesh navigation so that the NPCs can find their way to the player.
  • Use Mecanim to animate 3D characters.
  • Control the animation and states of each NPC through your code.
  • Create and use prefabs to speed-up your game creation process.
  • Create and update a user interface.
  • Create NPCs that can detect the player through vision.
  • Who Should Attend

  • You are a beginners in Unity or programming.
  • You would like to become proficient in the core functionalities offered by Unity.
  • You would like to teach students or help your child to understand how to create games, using coding in C#
  • You would like to start creating games.
  • Although you may have had some prior exposure to Unity, you would like to delve more into Unity and understand its core functionalities in more detail.
  • Target Audiences

  • You are a beginners in Unity or programming.
  • You would like to become proficient in the core functionalities offered by Unity.
  • You would like to teach students or help your child to understand how to create games, using coding in C#
  • You would like to start creating games.
  • Although you may have had some prior exposure to Unity, you would like to delve more into Unity and understand its core functionalities in more detail.
  • In this course, you will become proficient in C# and some of Unity’s core features, by creating a First person Shooter that includes a 3D environment, intelligent Non-Player Characters, and special effects.

  • In the first section of the course entitled “Adding Simple AI, “, you will use C# for the creation of a simple launcher. You will learn to instantiate, use and control Rigidbody objects from your script as well as creating explosions.

  • In the second section entitled “Creating and Managing Weapons“, you will learn to create and manage weapons using a simple inventory system. You will create an automatic gun and a grenade launcher, manage the collection of ammunition, and also implement a user interface to keep track of ammunition. In addition, you will also learn how to include these as prefabs, so that they can be reused in other levels, and to save you some coding too.

  • In the third section entitled “Using Finite State Machines”,? you will get an in-depth explanation of how to create and use Finite State Machines (FSM) in Unity. You will create your FSM and use it to control the behavior and movement of an animated Non-Player Character. You will also learn how to employ NavMesh navigation so that your animated NPCs can navigate easily within the scene to either follow the player or go to a specific location. Finally, you will learn how to optimize your assets so that they can be reused seamlessly in other scenes with no or little changes.

  • The? last section called “Putting it All Together”, makes it possible to combine the skills you have acquired in the previous chapters, and to reuse and combine all the objects that you have created so far (e.g., NPCs, weapons, inventory systems, ammunition, etc.), and the concepts (e.g., FSM, NavMesh, RigidBody components, User Interface, etc.) that you have mastered, to create a fully functional level.

  • After completing this course, you will become proficient in the following areas:

  • C# programming

  • Rigidbody Physics.

  • Objects’ Instantiation.

  • Animating 3D characters.

  • Artificial Intelligence for Non-Player Characters

  • Mecanim and Finite-State Machines.

  • Prefabs Creation.

  • Inventory System.

  • RayCasting.

  • Collision Detection.

  • User Interface Creation.

  • Persistent Objects.

  • Course Curriculum

    Chapter 1: Before You Start

    Lecture 1: Please download thhese files

    Lecture 2: Code Solutions

    Chapter 2: Adding Simple AI

    Lecture 1: Adding a 3rd Person Controller and Cameras

    Lecture 2: Creating Prefabs for the Projectiles

    Lecture 3: Instantiating Projectiles

    Lecture 4: Propelling Projectiles

    Lecture 5: Targeting the Player

    Lecture 6: Creating Automatic Fire for the Robots

    Lecture 7: Adding Explosions

    Lecture 8: Adding Items to Collect

    Lecture 9: Collecting Items (Part1)

    Lecture 10: Collecting Items (Part 2)

    Lecture 11: Placing the Player at the Start of the Game

    Lecture 12: Fixing the Colliders for the Platforms

    Lecture 13: Duplicating the Launcher and Adding Smoke

    Lecture 14: Adding a User Interface and Completing the Game

    Lecture 15: Checklist

    Lecture 16: Challenge 1

    Lecture 17: Challenge 2

    Lecture 18: Please Leave a Review

    Chapter 3: Creating and Managing Weapons

    Lecture 1: Introduction

    Lecture 2: Adding Targets

    Lecture 3: Casting a Ray for debugging purposes

    Lecture 4: Casting a Ray and Detecting the Objects Ahead

    Lecture 5: Firing a weapon

    Lecture 6: Managing Ammunition

    Lecture 7: Managing the NPCs Health (Part 1)

    Lecture 8: Managing the NPCs Health (Part 2)

    Lecture 9: Collecting Ammnunition (Part 1)

    Lecture 10: Collecting Ammnunition (Part 2)

    Lecture 11: Using a Weapon Management System (Part 1)

    Lecture 12: Using a Weapon Management System (Part 2)

    Lecture 13: Using a Weapon Management System (Part 3)

    Lecture 14: Using a Weapon Management System (Part 4)

    Lecture 15: Using a Weapon Management System (Part 5)

    Lecture 16: Using a Weapon Management System (Part 6)

    Lecture 17: Using a Weapon Management System (Part 7)

    Lecture 18: Using a Weapon Management System (Part 8)

    Lecture 19: Using a Weapon Management System (Part 9)

    Lecture 20: Launching Grenades (Part 1)

    Lecture 21: Launching Grenades (Part 2)

    Lecture 22: Launching Grenades (Part 3)

    Lecture 23: Launching Grenades (Part 4)

    Lecture 24: Checklist

    Lecture 25: Challenge 1

    Lecture 26: Challenge 2

    Chapter 4: Using Finite State Machines

    Lecture 1: Introduction

    Lecture 2: Introduction to FSM

    Lecture 3: Getting Started with Finite State Machines

    Lecture 4: Accessing an FSM through C#

    Lecture 5: Controlling an NPC with an Animator Controller

    Lecture 6: Using Navmesnavigation and FSMs to control the Idle and Follow States

    Lecture 7: Adding Sight with Raycasting

    Lecture 8: Adding and Configuring a 3D Animated Character

    Lecture 9: Adding and Configuring 3D Animations

    Lecture 10: Creating Attacks from the NPC

    Lecture 11: Reusing Scripts from the Previous Section (Part 1)

    Lecture 12: Reusing Scripts from the Previous Section (Part 2)

    Lecture 13: Reusing Scripts from the Previous Section (Part 3)

    Lecture 14: Adding New States to the NPC (Part 1)

    Lecture 15: Adding New States to the NPC (Part 2)

    Lecture 16: Controlling the New States from a Script

    Lecture 17: Returning to Idle After Being Hit

    Lecture 18: Managing the Players Health

    Lecture 19: Ensuring that the NPC is Facing the Player When Shooting

    Lecture 20: Adding a Gun to the NPC

    Lecture 21: Displaying and Hiding the Gun

    Lecture 22: Decreasing the Players Number of Lives

    Lecture 23: Reloading the Scene and Keeping the Player

    Lecture 24: Adding Health Packs

    Lecture 25: Adding a User Interface for the number of lives and the players health

    Lecture 26: Adding a Screen Flash (Part 1)

    Lecture 27: Adding a Screen Flash (Part 2)

    Lecture 28: Creating New Prefabs and Amending the Script to Display/Hide the Guns

    Lecture 29: Checklist

    Lecture 30: Challenge 1

    Lecture 31: Challenge 2

    Lecture 32: Please Leave a Review

    Chapter 5: Putting it All Together

    Lecture 1: Introduction

    Lecture 2: Setting-up the Environment

    Lecture 3: Adding Prefabs

    Lecture 4: Checking that the NPCs Guns are Displayed Properly

    Lecture 5: Adding the Starting and Ending Screens

    Lecture 6: Accessing Elemens Only When they are Present in the Scene

    Lecture 7: Well Done!

    Lecture 8: Bonus Lecture: FREE Book on Procedural Levels

    Instructors

  • Unity from Zero to Proficiency (intermediate)  No.2
    Patrick Felicia
    Lecturer and Researcher
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  • 3 stars: 1 votes
  • 4 stars: 8 votes
  • 5 stars: 10 votes
  • Frequently Asked Questions

    How long do I have access to the course materials?

    You can view and review the lecture materials indefinitely, like an on-demand channel.

    Can I take my courses with me wherever I go?

    Definitely! If you have an internet connection, courses on Udemy are available on any device at any time. If you don’t have an internet connection, some instructors also let their students download course lectures. That’s up to the instructor though, so make sure you get on their good side!