Intermediate Unity 6 : Connect Complex Game Mechanics
Level up your Unity skills by connecting concepts like AI, Design Patterns, Grid-Based Movement and many more
Level up your Unity skills by connecting concepts like AI, Design Patterns, Grid-Based Movement and many more
Welcome to our Intermediate Unity 6 course.
This course tries to solve the problem of "What to learn next, if you have learned the basics of Unity".
Probably you already know how to solve several problem in Unity individually. The next ideal step is to connect these several concepts into a full End-To-End Project. After taking this course you will have a template for creating serious medium sized games.
You will create several independent systems which you can reuse for your own games.
We will create a game loosely based on the famous Maze-Runner Pacman. The reason we chose this game is because it contains a wide combination of concepts and can be fully implemented without using any third party tools.
The following concepts will be covered and connected into a final game:
AI:
Navigation
Path Debugging
Behavior Control
State Machine Concepts
Configurable State Machines with minimal setup
Clean Architecture:
Singleton - should you use it?
Interfaces
Delegates
Create your own API-Script
Extend Monobehaviours
Static Classes
Event-based Communication
Player Movement:
Input System (New)
Raycast-based Movement
Grid-based Movement
Smooth Movement without Corner-Cutting
Custom Grid:
Grid Visualization
Automated Level Detection
Cell-Types for Navigation, Movement and Object Placement
Position-Independence of the Grid
API like access to Grid Calculations
Automated Level-Creation:
Ruletiles
Tile Palettes
Scripted Tiles
Create dozens of Levels in minutes
Tilemap System
and many more topics like:
Level Resetting
Animations
Teleportation
Spawning
Collision Detection
Editor Scripts
Preparing Image Assets
See you in the course.
FAQ area empty
Section Resources
What to Expect ?
Intro to Ruletiles
How Ruletiles work
What tools do we need?
Create a Ruletile
Tilepalette and Tilemap
Defining the Rules
Simplifications and Limitations
Beyond simple Ruletiles
Custom Ruletiles Part 1
Custom Ruletiles Part2
(optional) What else can you do with Ruletiles?
(optional) Draw with Gameobjects
Section Resources
What to Expect ?
AI Design
Scatter State
Understanding the Chase State
Chase State for Rozy
Trapping Cookieman with Pochy and Archie
Chase State for Freezy
Frightened State Part 1
Frightened State Part 2
State Animations
Be Careful with "Any State" Transitions
Eaten State
Create the Chamber
Monster Recovery Ritual
Monster Ritual Configuration
LevelManager
ScatterToChase and ChaseToScatter Transitions
Invalid Cells Fix
Chamber Trap Fix
The Power of Delegates
Delegate for GetNextTarget()
Transitions into Frightened State
Frightened to Scatter/Chase Part 1
Frightened to Scatter/Chase Part 2
"Eating" the Monsters
Frightened To Eaten Transition
Transitioning out of Eaten State
Section Resources
What to Expect ?
The Full Game Flow
Gameflow Simulator Editor Script
The Resetmanager
Implement a delayed Game Start
Making the Game stop
Resetting the Player
Resetting Fixes
Game Over
Event Race Conditions
Winning the Game
Make the Game Restartable
Fix Part 1 - Reset Order
Fix Part 2 - Illegal Loops
Basic Unity Knowledge
Connect concepts and systems in Unity into a full game
Learn to integrate a complex state machine into a Unity game
Try different architectural approaches on how to make your scripts communicate
Learn to create dozens of complex Levels in minutes
Learn about the benefits of a custom Grid-System
Create several independent systems which you can reuse in other games