Here’s a full list of lectures for the course.
Please note Udemy lecture numbers may vary slightly as we add and remove them. This index is updated automatically every few days.
We have unique tags for lectures. For example #3_gg_cbc is the 3rd lecture, in the Getting Going section of the Complete Blender Creator.
Enjoy the course!
Section 1: First Steps - Getting Setup (fs_cu2)
1 Why You Should Buy This Course
2 Get Unity & Visual Studio Downloading (#1_fs_cu2)
3 How To Use This Course (#2_fs_cu2)
4 Introducing Unity (#3_fs_cu2)
5 The Wonder Of Prefabs (#4_fs_cu2)
6 Introducing Visual Studio (#5_fs_cu2)
7 Instructor Hangout 1.1 (#5b_fs_cu2)
8 Section 1 Conclusion (#6_fs_cu2)
Section 2: Terminal Hacker - Basic C# (th_cu2)
9 Welcome To Section 2 (#1_th_cu2)
10 Terminal Hacker Game Design (#2_th_cu2)
11 Import WM2000 Terminal Asset (#3_th_cu2)
12 Using Our Terminal.WriteLine() (#4_th_cu2)
13 Your First Function (#5_th_cu2)
14 Introducing Variables (#6_th_cu2)
15 Functions With Variable Parameters (#7_th_cu2)
16 Messages Are Special Functions (#8_th_cu2)
17 C# Operators & Expressions (#9_th_cu2)
18 Conditional Program Flow Using if (#10_th_cu2)
19 Instructor Hangout 2.1 (#10b_th_cu2)
20 We’re About To Pick-Up Pace (#11_th_cu2)
21 Member Variables To Hold State (#12_th_cu2)
22 Enumerating Our Game States (#13_th_cu2)
23 Refactoring Our Code (#14_th_cu2)
24 Your First Solo (#15_th_cu2)
25 Arrays Of Variables (#16_th_cu2)
26 switch vs if (#17_th_cu2)
27 Introducing Random Behaviour (#18_th_cu2)
28 Creating A Win Screen (#19_th_cu2)
29 Section 2 Integration Challenge (#20_th_cu2)
30 Instructor Hangout 2.2 (#20b_th_cu2)
31 Share Online & Play Test (#21_th_cu2)
32 Feedback & Bug Fixes (#22_th_cu2)
33 Section 2 Wrap-Up (#23_th_cu2)
Section 3: Project Boost - Basic Unity (pb_cu2)
34 Welcome To Section 3 (#1_pb_cu2)
35 Project Boost Game Design (#2_pb_cu2)
36 Onion Design (#3_pb_cu2)
37 SourceTree Differences on Mac
38 Introducing Version Control (#4_pb_cu2)
39 Add Unity .gitignore Easily (#5_pb_cu2)
40 The Origin Of Our World (#6_pb_cu2)
41 Placeholder Art From Primitives (#7_pb_cu2)
42 Basic Input Binding (#8_pb_cu2)
43 Physics and Rigidbodies (#9_pb_cu2)
44 Coordinate System Handedness (#9b_pb_cu2)
45 Using Time.deltaTime (#10_pb_cu2)
46 Instructor Hangout 3.1 (#10b_pb_cu2)
47 Adding A Touch Of Audio (#11_pb_cu2)
48 Resolving Movement Bugs (#12_pb_cu2)
49 Using SerializeField vs public (#13_pb_cu2)
50 Tagging Game Objects As Friendly (#14_pb_cu2)
51 Basic Level Design (#15_pb_cu2)
52 Design Levers And Tuning (#16_pb_cu2)
53 Making A Second Level (#17_pb_cu2)
54 Prefabs In Detail (#18_pb_cu2)
55 Level Loading & Scene Management (#19_pb_cu2)
56 Invoke() As A Coroutine Warm-up (#20_pb_cu2)
57 Instructor Hangout 3.2 (#20b_pb_cu2)
58 Playing Multiple Audio Clips (#21_pb_cu2)
59 Introducing Particle Effects (#22_pb_cu2)
60 Moving Platform Pattern (#23_pb_cu2)
61 Mathf.Sin() For Movement Cycles (#24_pb_cu2)
62 Protecting Against NaN (#25_pb_cu2)
63 Organise Your Assets (#26_pb_cu2)
64 Light Your Scene (#27_pb_cu2)
65 Nested Prefab Joy (#28_pb_cu2)
66 Make Game Moments (#29_pb_cu2)
67 Debug Keys & Builds (#30_pb_cu2)
68 Instructor Hangout 3.3 (#30b_pb_cu2)
69 Looping Through Levels (#31_pb_cu2)
70 Sharing With Teaser Video (#32_pb_cu2)
71 Spit & Polish (#33_pb_cu2)
72 Section 3 Wrap-Up (#34_pb_cu2)
Section 4: Argon Assault - Rails Shooter (aa_cu2)
73 Welcome To Section 4 (#1_aa_cu2)
74 Argon Assault Game Design (#2_aa_cu2)
75 Update Unity & Create Project (#3_aa_cu2)
76 Create Terrain (#4_aa_cu2)
77 Texture The Terrain (#5_aa_cu2)
78 Add A Skybox (#6_aa_cu2)
79 Add Player Ship (#7_aa_cu2)
80 Setup A Splash Screen (#8_aa_cu2)
81 Playing Music Between Scenes (#9_aa_cu2)
82 Unity’s Waypoint Utility Scripts (#10_aa_cu2)
83 Instructor Hangout 4.1 (#10b_aa_cu2)
84 Using Cross Platform Input (#11_aa_cu2)
85 Input Sensitivity & Gravity (#12_aa_cu2)
86 Mathf.Clamp() To Restrict Movement (#13_aa_cu2)
87 Understanding Roll, Pitch & Yaw (#14_aa_cu2)
88 How To Set Local Rotation (#15_aa_cu2)
89 Rotate Ship With Position & Throw (#16_aa_cu2)
90 Time To Tweak And Tune (#17_aa_cu2)
91 Create Bullet Particles (#18_aa_cu2)
92 Explosion Particles & SFX (#19_aa_cu2)
93 Dodge And Shoot (#20_aa_cu2)
94 Instructor Hangout 4.2 (#20b_aa_cu2)
95 Project Tidying Checklist (#21_aa_cu2)
96 Triggers & Collisions In Unity (#22_aa_cu2)
97 SendMessage() Between Components (#23_aa_cu2)
98 Enable A Gameobject From C# (#24_aa_cu2)
99 Singleton Pattern Without Statics (#25_aa_cu2)
100 Detecting Particle Collisions (#26_aa_cu2)
101 Making Scripts Add Components (#27_aa_cu2)
102 Instantiating At Runtime (#28_aa_cu2)
103 Add Simple Score UI (#29_aa_cu2)
104 A ScoreBoard Class (#30_aa_cu2)
105 Instructor Hangout 4.3 (#30b_aa_cu2)
106 Introducing Encapsulation (#31_aa_cu2)
107 Back-pedalling With Version Control (#32_aa_cu2)
108 Iterating With foreach (#33_aa_cu2)
109 Enemy Health System (#34_aa_cu2)
110 Level Design Beat Chart (#35_aa_cu2)
111 Level Design Iteration (#36_aa_cu2)
112 Introduction To Unity Timeline (#37_aa_cu2)
113 Unity Timeline For Player Path (#38_aa_cu2)
114 Unity Timeline Enemy Waves (#39_aa_cu2)
115 Adding Flavour With Timeline (#40_aa_cu2)
116 Stop Particle Emission In C# (#41_aa_cu2)
117 Visual Polish (#42_aa_cu2)
118 Section 4 Wrap-Up (#43_aa_cu2)
Section 5: Realm Rush - Tower Defence (rr_cu2)
119 Welcome To Section 5 (#1_rr_cu2)
120 Realm Rush Game Design (#1b_rr_cu2)
121 Limitations Of Unity Pathfinding (#2_rr_cu2)
122 Z-Fighting And Quads (#3_rr_cu2)
123 [ExecuteInEditMode] Attribute (#4_rr_cu2)
124 Using Text Mesh For Labels (#5_rr_cu2)
125 C-Sharp Lists For Custom Path (#6_rr_cu2)
126 Introducing Coroutines (#7_rr_cu2)
127 Types Of Pathfinding (#8_rr_cu2)
128 The Path Ahead (#8b_rr_cu2)
129 Instance Variables And Constants (#9_rr_cu2)
130 The Dictionary Data Structure (#10_rr_cu2)
131 Finding Game Objects By Name (#11_rr_cu2)
132 Explore Thy Neighbour (#12_rr_cu2)
133 Breadth First Search Algorithm (#13_rr_cu2)
134 Introducing C# Queues (#14_rr_cu2)
135 Running Manual Tests (#15_rr_cu2)
136 A Breadcrumb Trail (#16_rr_cu2)
137 Reversing A List (#17_rr_cu2)
138 Adding Production Assets (#18_rr_cu2)
139 Tower LookAt Enemy (#19_rr_cu2)
140 MagicaVoxel Bonus Content (#20_rr_cu2)
141 Another Solo Challenge (#21_rr_cu2)
142 Make Tower Shoot (#22_rr_cu2)
143 Enemy HitPoints (#23_rr_cu2)
144 Check For Distance (#24_rr_cu2)
145 Subtleties Of Spawning (#25_rr_cu2)
146 Revise Coroutines & Much More (#26_rr_cu2)
147 Target Closest Enemy (#27_rr_cu2)
148 Detecting Mouse In 3D (#28_rr_cu2)
149 Conditional Instantiation (#29_rr_cu2)
150 Bloom’s Taxonomy (#30_rr_cu2)
151 Particles & Algorithm Improvements (#31_rr_cu2)
152 Circular Or Ring Buffers (#32_rr_cu2)
153 Implementing A Ring Buffer (#33_rr_cu2)
154 Revising C# Queues (#34_rr_cu2)
155 How To Destroy Particles (#35_rr_cu2)
156 Complete Game Loop (#36_rr_cu2)
157 Health For Base (#37_rr_cu2)
158 Display Health & Score (#38_rr_cu2)
159 Unity Post Processing Stack (#39_rr_cu2)
160 Hook Up SFX (#40_rr_cu2)
161 PlayClipAtPoint() For SFX (#41_rr_cu2)
162 Tune Your Game Moment (#42_rr_cu2)
Last updated 2019-2-15 at 21:14 UK time