Unity 3D Game development bootcamp – Beginner to Advanced

BY
Simpliv Learning

Mode

Online

Duration

48 Hours

Quick Facts

particular details
Medium of instructions English
Mode of learning Self study, Virtual Classroom
Mode of Delivery Video and Text Based
Frequency of Classes Weekdays

Course and certificate fees

certificate availability

Yes

certificate providing authority

Simpliv Learning

The syllabus

Introduction to Unity

  • Getting to Know the Unity Editor  
  • The Project Dialog  
  • The Unity Interface  
  • The Project View  
  • The Hierarchy View  
  • The Inspector View  
  • The Scene View  
  • The Game View  
  • Honorable Mention: The Toolbar  
  • Navigating the Unity Scene View  
  • The Hand Tool  
  • Flythrough Mode  

Game Objects

  • Dimensions and Coordinate Systems  
  • Putting the D in 3D  
  • Using Coordinate Systems  
  • World Versus Local Coordinates  
  • Game Objects  
  • Transforms  
  • Translation  
  • Rotation  
  • Scaling  
  • Hazards of Transformations  
  • Transforms and Nested Objects  

Models, Materials, and Textures

  • The Basics of Models  
  • Built-In 3D Objects  
  • Importing Models  
  • Models and the Asset Store  
  • Textures, Shaders, and Materials  
  • Textures  
  • Shaders  
  • Materials  
  • Shaders Revisited  

3D Terrain

  • Terrain Generation  
  • Adding Terrain to Your Project  
  • Heightmap Sculpting  
  • Unity Terrain Sculpting Tools  
  • Terrain Textures  
  • Importing Terrain Assets  
  • Texturing Terrain  

Environments

  • Generating Trees and Grass  
  • Painting Trees  
  • Painting Grass  
  • Terrain Settings  
  • Environment Effects  
  • Skyboxes  
  • Fog  
  • Lens Flares  
  • Water  
  • Character Controllers  
  • Adding a Character Controller  
  • Fixing Your World  

Lights and Cameras

  • Lights  
  • Point Lights  
  • Spotlights  
  • Directional Lights  
  • Creating Lights Out of Objects  
  • Halos  
  • Anatomy of a Camera  
  • Multiple Cameras  
  • Split Screen and Picture in Picture  
  • Layers  
  • Using Layers  
  • Working with Layers  

Game 1: Amazing Racer

  • Design  
  • The Concept  
  • The Rules  
  • The Requirements  
  • Creating the Game World  
  • Sculpting the World  
  • Adding the Environment  
  • The Character Controller  
  • Gamification  
  • Adding Game Control Objects  
  • Adding Scripts  
  • Playtesting  
  • Connecting the Scripts Together  

Scripting—Part 1

  • Scripts  
  • Creating Scripts  
  • Attaching a Script  
  • Anatomy of a Basic Script  
  • The Using Section  
  • The Class Declaration Section  
  • The Class Contents  
  • Variables  
  • Creating Variables  
  • Variable Scope  
  • Public and Private  
  • Operators  
  • Arithmetic Operators  
  • Assignment Operators  
  • Equality Operators  
  • Logical Operators  
  • Conditionals  
  • The if Statement  
  • The if / else Statement  
  • The if / else if Statement  
  • Iteration  
  • The while Loop  
  • The for Loop  

Scripting—Part 2

  • Methods  
  • Anatomy of a Method  
  • Writing Methods  
  • Using Methods  
  • Input  
  • Input Basics  
  • Input Scripting  
  • Specific Key Input  
  • Mouse Input  
  • Accessing Local Components  
  • Using GetComponent  
  • The Transform  
  • Accessing Other Objects  
  • Finding Other Objects  
  • Modifying Object Components  

Collision

  • Hour 10. Collision  
  • Rigidbodies  
  • Collision  
  • Colliders  
  • Physics Materials  
  • Physics Materials  
  • Physics Materials  

Physics Materials

  • Design  
  • The Concept  
  • The Rules  
  • The Requirements  
  • The Arena  
  • Creating the Arena  
  • Texturing  
  • Super Bouncy Material  
  • Finish the Arena  
  • Game Entities  
  • The Player  
  • Chaos Balls  
  • The Colored Balls  
  • The Control Objects  
  • The Goals  
  • The Game Controller  
  • Improving the Game  

Prefabs


  • Prefabs  
  • Prefab Terminology  
  • Prefab Structure  
  • Working with Prefabs  
  • Adding a Prefab Instance to a Scene  
  • Inheritance  
  • Instantiating Prefabs Through Code  

2D Games Tools

  • The Basics of 2D Games  
  • The 2D Scene View  
  • Orthographic Cameras  
  • Adding Sprites  
  • Importing Sprites  
  • Sprite Mode  
  • Imported Sprite Sizes  
  • Draw Order  
  • Sorting Layer  
  • Order in Layer  
  • 2D Physics  
  • Rigidbody 2D  
  • 2D Colliders  

User Interfaces

  • User Interfaces  
  • The Canvas  
  • The Rect Transform  
  • Anchors  
  • Additional Canvas Components  
  • UI Elements  
  • Images  
  • Text  
  • Buttons  
  • Canvas Render Modes  
  • Screen-Space Overlay  
  • Screen-Space Camera  
  • World Space  

Game 3: Captain Blaster

  • The Concept  
  • The Rules  
  • The Requirements  
  • The World  
  • The Camera  
  • The Background  
  • Game Entities  
  • The Player  
  • The Meteors  
  • The Bullets  
  • The Triggers  
  • The UI  
  • Controls  
  • Game Control  
  • The Meteor Script  
  • The Meteor Spawn  
  • The DestroyOnTrigger Script  
  • The ShipControl Script  
  • The Bullet Script  
  • Improvements  

Particle Systems

  • Particle Systems  
  • Particles  
  • Unity Particle Systems  
  • Particle System Controls  
  • Particle System Modules  
  • Default Module  
  • Emission Module  
  • Shape Module  
  • Velocity over Lifetime Module  
  • Limit Velocity over Lifetime Module  
  • Force over Lifetime Module  
  • Color over Lifetime Module  
  • Color by Speed Module  
  • Size over Lifetime Module  
  • Size by Speed Module  
  • Rotation over Lifetime Module  
  • Rotation by Speed Module  
  • External Forces Module  
  • Collision Module  
  • Sub Emitter Module  
  • Texture Sheet Module  
  • Renderer Module  
  • The Curve Editor  

Animations

  • Animation Basics  
  • The Rig  
  • The Animation  
  • Animation Types  
  • 2D Animations  
  • Creating the Animation  
  • Animation Tools  
  • Animation Window  
  • Creating a New Animation  
  • Record Mode  
  • The Curves Editor  

Animators

  • Animator Basics  
  • Rigging Revisited  
  • Importing a Model  
  • Configuring Your Assets  
  • Rig Preparation  
  • Animation Preparation  
  • Creating an Animator  
  • The Animator View  
  • The Idle Animation  
  • Parameters  
  • States and Blend Trees  
  • Transitions  
  • Scripting Animators  

Game 4: Gauntlet Runner

  • The Concept  
  • The Rules  
  • The Requirements  
  • The World  
  • The Scene  
  • The Ground  
  • Scrolling the Ground  
  • The Entities  
  • The Power Ups  
  • The Obstacles  
  • The Trigger Zone  
  • The Player  
  • The Controls  
  • Trigger Zone Script  
  • The Game Control Script  
  • The Player Script  
  • The Move Script  
  • The Spawn Script  
  • Putting It All Together  
  • Room for Improvement  

Audio

  • Audio Basics  
  • Parts of Audio  
  • 2D and 3D Audio  
  • Audio Sources  
  • Importing Audio Clips  
  • Testing Audio in the Scene View  
  • 3D Audio  
  • 2D Audio  
  • Audio Scripting  
  • Starting and Stopping Audio  
  • Changing Audio Clips  

Mobile Development

  • Preparing for Mobile  
  • Setting Up Your Environment  
  • The Unity Remote  
  • Accelerometers  
  • Designing for the Accelerometer  
  • Using the Accelerometer  
  • Multi-Touch Input  

Game Revisions

  • Cross-Platform Input  
  • Virtual Controls  
  • Converting Projects to Mobile  
  • Amazing Racer  
  • Using Tilt Control  
  • Using a Touch Joystick  
  • Fixing the Disappearing Joystick  
  • Chaos Ball  
  • Captain Blaster  
  • Gauntlet Runner  

Polish and Deploy

  • Managing Scenes  
  • Establishing Scene Order  
  • Switching Scenes  
  • Persisting Data and Objects  
  • Keeping Objects  
  • Saving Data  
  • Unity Player Settings  
  • Cross-Platform Settings  
  • Per-Platform Settings  
  • Building Your Game  
  • Build Settings  
  • Game Settings  

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