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Module 01: Introduction | |||
Welcome | 00:01:00 | ||
Module 02: Creating and Rigging Characters | |||
Using Autodesk’s Character Generator | 00:09:00 | ||
Creating characters with Adobe Fuse | 00:08:00 | ||
Auto-rigging with Adobe Mixamo | 00:03:00 | ||
Applying animation to rigged characters in Mixamo | 00:03:00 | ||
Importing an Autodesk character into Adobe Mixamo | 00:02:00 | ||
Selecting and animating a fantasy character within Mixamo | 00:04:00 | ||
Exploring commercial rigged and animated characters | 00:03:00 | ||
Module 03: Setting the Scene | |||
Using Unity Hub to install the Unity Editor | 00:06:00 | ||
Configuring Unity’s user interface | 00:04:00 | ||
Importing and setting up an architectural model | 00:07:00 | ||
Importing selected standard assets | 00:05:00 | ||
Rendering lightmap data for static objects | 00:05:00 | ||
Module 04: Character Materials, Textures and Normal Maps | |||
Configuring packages | 00:03:00 | ||
Creating Cinemachine virtual cameras | 00:08:00 | ||
Combining texture maps in Photoshop | 00:09:00 | ||
Shaders and render modes for eyes and eyelashes | 00:05:00 | ||
Configuring hair material and texture maps | 00:05:00 | ||
Combining textures with alpha channel using Gimp | 00:05:00 | ||
Module 05: Third-Person Character Control | |||
Exploring an avatar’s bones and muscles | 00:05:00 | ||
Referencing a controller in the animator component | 00:07:00 | ||
Controlling the character with scripts and components | 00:07:00 | ||
Altering code to make the character walk by default | 00:06:00 | ||
Altering the script to walk and not run diagonally | 00:05:00 | ||
Module 06: Configuring Characters and Cameras | |||
Set up Cinemachine FreeLook camera | 00:03:00 | ||
Fine-tune free look rigs | 00:07:00 | ||
Replacing animations in controller | 00:07:00 | ||
Integrating a death animation into controller | 00:07:00 | ||
Scripting death by falling | 00:05:00 | ||
Walking upstairs using colliders from hidden ramps | 00:05:00 | ||
Module 07: Making Characters Easily Interchangeable | |||
Bringing in a new character | 00:04:00 | ||
Designing a third person player game object | 00:06:00 | ||
Connecting FreeLook camera to third person player | 00:03:00 | ||
Swapping out characters within the third person player | 00:03:00 | ||
Using legacy characters | 00:06:00 | ||
Using high quality commercial characters | 00:07:00 | ||
Making character prefabs and overrides | 00:06:00 | ||
Module 08: Refining Look with Cinemachine Extensions | |||
Using the Cinemachine collider extension | 00:06:00 | ||
Setting up post-processing and anti-aliasing | 00:04:00 | ||
Configuring post-processing effects | 00:06:00 | ||
Module 09: Animating Stationary Characters | |||
Commercial animated stationary characters | 00:07:00 | ||
Custom animated stationary characters | 00:06:00 | ||
Providing seating for an animated character | 00:04:00 | ||
Cropping an animation on humanoid rig | 00:06:00 | ||
Module 10: Making Non-Player Characters Artificially Intelligent | |||
Bring in a new character to be driven by Ai | 00:04:00 | ||
Configuring components on Ai character | 00:04:00 | ||
Building and refining the nav mesh | 00:05:00 | ||
Getting agents to climb stairs | 00:03:00 | ||
Creating off-mesh links | 00:03:00 | ||
Making nav mesh obstacles | 00:06:00 | ||
Implementing high-cost areas for the Ai | 00:06:00 | ||
Abstracting NPC for use with other skins & avatars | 00:06:00 | ||
Module 11: Converting the Simulation into a Game | |||
Outlining the goal of the game | 00:03:00 | ||
Getting the NPC to chase the Player | 00:03:00 | ||
Getting a hold of the Player’s Animator through code | 00:08:00 | ||
Logging NPC’s collision with Player to console | 00:06:00 | ||
Stopping the NPC and killing the Player | 00:07:00 | ||
Offsetting the death animation | 00:03:00 | ||
Allowing NPC to take leap with off-mesh link | 00:07:00 | ||
Module 12: Building a User Interface | |||
Adding user interface with canvases and buttons | 00:09:00 | ||
Toggling defeat canvas on when NPC collides with Player | 00:04:00 | ||
Differentiating between victory and defeat in code | 00:09:00 | ||
Refining the NavMesh for fluid Ai movement | 00:03:00 | ||
Building a GameManager class and game object | 00:08:00 | ||
Connecting Restart buttons to setting bool Property true | 00:05:00 | ||
Module 13: Playing with Game Controllers | |||
Connecting controller and testing in game | 00:01:00 | ||
Mapping the Fire2 axis to run | 00:07:00 | ||
Mapping the Fire1 axis to crouch | 00:05:00 | ||
Mapping analogue stick to Cinemachine FreeLook camera | 00:05:00 | ||
Fine tuning how analog game stick controls camera | 00:05:00 | ||
Module 14: Conclusion | |||
Building and playing standalone game | 00:05:00 | ||
Bonus | 00:01:00 |
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