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5.0 /5
(31)

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Welcome to the Unity 2021 Course
How to get the most out of the course
Learn with friends via Discord
Take notes of your course in real time at Frogames Formación
What is Unity?
How to create a project
Why Rider is a very good code editor
Unity editor windows
Shortcuts to master Unity like a professional
The Unity Programmer or Artist certificate
The perfect GDD doesn't exist
GDD - Characters
GDD - Gameplay and mechanics
GDD - The importance of difficulty
Exporting prefabs and creating unitypackages
Projects in Universal Render Pipeline
How to work with multiple people using Collaborate
Prefabs and Prefab Variants
Build outdoor terrains
Smoothing and improving terrain realism
The Package Manager and content creation tools
Create 3D objects with ProBuilder
Bevel and extrude objects with ProBuilder
Install and use ProGrids
Working with textures in Unity
Acquire packages from the Unity Asset Store
Texturize outdoor terrains
Modular design of 3D objects
The final result of the scenario
What is a rendering pipeline?
Universal Render Pipeline
How to create a Transparent Shader with grayscale
Creating a custom shader with Shader Graph
Create and edit Shader properties
Assigning textures to a shader
UV coordinates of a texture
Move and animate a texture through UVs
Mixing and merging multiple textures in a Shader
How to change the transparency of a shader
How to create an explosion
How to create a waterfall
How to create a bonfire with smoke
VFX Graph
Create the rain effect with VFX
Lighting in the world of video games
Real-time lights vs lighting baking
Skyboxes and ambient lighting
Types of lights
Shadows and realism in the scene
Baking, Realtime, and mixed light
Light Probes
Emissive materials and reflection probes
Post-processing effect volumes
Advanced Cinematography Effects in Unity
Some tips to reduce Unity load on low-spec computers
Exercise: recreate the game from your childhood
Solutions to the previous exercise
Importing audio in Unity
Audio settings: load type
Audio settings: level and compression type
How to configure music audio
How to configure SFX audio
Audio Mixers Settings
Audio Mixer Snapshots
UI containers: Canvas
The rect transform property and alignment in UI
UI assets and 9-sliced graphics
Sprite fill types in Unity
Texts and font types
How to create masks to crop sprites
Relocate objects in the hierarchy with reparenting
Health and defense bars
UI Texts and TextMeshPro
Panels, dynamic layouts, and the Pause menu
Introduction to the 3D character creation process
Rigging, bones, joints and muscles
Animations and ways to create animation clips
Animator Controller, state machines, and transition parameters
Blend Trees in animations
Cinemachine and scene cameras
Dolly Track and Dolly Cart
Frame by frame animations
Timeline and scene directors
IDEs and programming environments
Plugins and code structuring
Variables and properties
Getters and Setters
Unity events
Combining properties, methods, and rookie programming mistakes
Translation with coordinate systems
Conditionals and the Get Key Down method
Challenge solution, and/or conditionals
Input Manager and mapping of buttons, axes, and actions
Rotation event with the mouse or joystick
The bullet prefab design with forward movement
The different bullet instantiation methods
Adjusting instantiation game objects based on the rig
How to remove the cursor during gameplay
How to create an enemy prefab variant
Prefab variants and the shared materials problem
The Invoke Repeating method
Canceling an invoked method and using random values
How to destroy an object in a scene
Optimization of instantiated objects: object pooling
The singleton pattern and static variables
Colliders and their nature in Unity
Static, dynamic, and kinematic collisions
Configure level colliders, rigidbodies, and triggers
Configuring the collision matrix
The OnTriggerEnter method to capture the collision
Player and enemy health and the GetComponent method
Destroy the enemy when health reaches zero
Animate the enemy's death and instantiate an explosion
Force-based movements with AddForce and AddTorque
Final touches of the physics configuration with materials
Joints, forces, and cloths
Github and collaborative projects
Push, pull and commits
The points singleton
Add points when destroying the enemy
Enemy management manager and Race Conditions
Manager for wave management
Character shoot animation
Victory and defeat conditions
Game Over scenes
The Scene Manager and transitions between scenes
Custom Unity Events
Player death notification event
Enemy death notification event
End of wave event
Updating the health bars
SOLID programming principles
Updating the number of remaining bullets
Update of waves, enemies, and game points
The pause menu
Exit button and end game.
Particle Effects when Shooting
Play the gunshot sound
Manage shooting animation with boolean values
Movement animation synchronized with physics
What do we need to give intelligence to enemies?
Multi-phase computer vision and Layer Masks
How to detect objects within a radius with OverlapSphere
How to detect objects within a field of view
Detecting elements in the field of view with LineCast
The OnDrawGizmos method
Drawing a segment by calculating rotations with quaternions
How to draw a Gizmo based on the RaycastHit
Enums to describe states of our FSM
Transition from the Go to Base state
Transition from the chase state
Transition from the player attack state and additional gizmos
Find the base by name or tags for a prefab
How to create the NavMesh for our AI enemies
Pathfinding in Unity using the SetDestination method
Agent parameters to finish navigation
The LookAt method to look at its target
The enemy's walking and shooting animations
Adjust the enemy's firing point
Adjustment of the Game Over screen and PlayerPrefs for local persistence
How to activate an AudioMixer snapshot in the Pause menu
Refactoring duplicate code for weapons
Graphics optimization and the Frame Debugger
CPU Optimization
RAM Memory Optimization
Build settings and production release
Sprites and Graphics Settings for 2D games
How to create tilemaps and tilesets with multiple sprites
Sorting Layers and 2D rendering order
Composite Colliders and Tilemap Colliders
2D player movement
Coroutines and execution across multiple frames
Sprite by Sprite animation
Adjusting the number of Animation Frames per Second
Idle Animation Blend Tree
Movement Animation Blend Tree
2D collisions by code
Create wild Pokemon zones
Generating random battles in the grass
The Scriptable Object to define a Pokemon
Calculate Pokemon statistics according to its level
The Scriptable Object to define Pokémon attacks
The Serializable LearnableMove class for learning attacks
Pokémon movement
Create the Pokémon battle background
The battle dialogue design
The battle dialogue texts
The Pokémon stats box
Update the status box with the Pokémon's information
The Battle Unit (the Pokémon)
The Battle manager
Correct the Pokemon's HP stat
Define and implement the Pokemon rival
Writing text dynamically letter by letter
Define the UI to show the list of available moves
Referencing battle dialogue texts
The different battle states
Action selection: fight vs run
Update available Pokemon attacks
Selecting the movement to attack
Update the type and PP of the selected attack
Damage the Pokemon with an attack
Random selection of a Pokémon attack
Updating health points on the bar
Animate the health bar dynamically
DOTween v2 to animate 2D objects via code
The battle entry animation
The Pokemon Attack animation
The Take Damage animation
The Fainted Pokemon animation and health bar with colors
The effectiveness matrix between Pokémon attack types
Get the multiplier from the attack and defense type
Adjusting attack description: type, multiplier, and debuff
The Game Manager and handling updates through it
The start battle event
The end battle event
Fixing consecutive battles
Implementing special attack and defense
Passing by reference instead of instantiation
Create the Pokemon team
The Pokemon capture area
Show the first available pokemon (with HP)
Get the next non-fainted pokemon
More actions: backpack items and selecting Pokémon
Cancel a move or action
Design of the Pokémon selection UI
Show Team Pokemon information
Select a Pokemon from the team
Update information after selecting the new Pokémon
Sending out the next non-fainted Pokemon to battle
The Great Battle Manager Refactor - Part 1
The Great Battle Manager Refactor - Part 2
Only allow moves with sufficient PP
Fix the enemy's preemptive attack
Create a Pokeball
Throwing a Pokéball animation
Pokeball parabolic throw animation
Pulling the Pokémon into the Poké Ball
The three Pokeball rotations
The Pokémon catch formula
Finishing the Pokemon catch
Add captured Pokemon to the Party
Fixing the Pokémon team UI refresh bug
Trying to escape from the Pokémon battle
How do Experience points work in Pokemon?
The level-up formulas
The experience bar
Complete and animate the bar upon gaining experience
Update the leveled up level in the UI
Adjusting the new current health levels and new moves
The new movement to learn
The UI design of the move to forget
Connect the moves window to the current Pokemon
Show Pokemon moves
The Wait Until method and boolean predicates
Execute actions through delegates
Our audio and sound Manager
Bug fix for move selection to forget
Play sounds and music
The final project test in class
Final audio adjustments and Audio Mixers
Choose between the Start method and the Awake method in Unity
A manager to handle colors
HP color bar and remaining PP
Show the attack type color
The dictionary of Pokémon statistics
The 6 Pokémon stat boost levels
Defining attack types: physical, special, and stat-modifying
List of changes in attack stats
Applying changes to the Pokemon's stats
Attacking by modifying the attacker's or target's stats
Stat changes based on the target
The state change message queue
Check who attacks first in new turns
Final tweaks to our stat-modifying Run Move
Status conditions in Pokemon
Poisoning the rival Pokemon
Suffer poison damage at the end of each turn
The end-of-turn health update event
Refactor unit health (combine text and health bar)
The desynchronized animations bug
Suffering the burn effect
Defining our attack with burn effect
Paralysis Effect
Frozen Effect
Sleep Effect
What are volatile states?
The status condition box
Colors of status conditions
The volatile state condition
Confusion effect
Updating confusion effects
The accuracy rate of an attack
Accuracy vs Evasion to modify hit chance
Implementing battle hit rate
Move secondary effects
Testing the Ember burn side effect
Refactoring battle turns
Turn logic: attacking with a move
Turn logic: switching Pokemon
Turn logic: handling edge cases
Turn logic: using an item and escaping from battle
Fast attack and turn priority
Non-Player Characters
Interact with an NPC
Interfaces in programming
Interfaces in programming
The dialog manager
The first dialogue phrases
Define the game state in dialogue
Show the next line of dialogue
How to create a custom Animator
The four movement animations
From the Unity component to our custom class
Modularity of character movement logic
Fixing player movement and variables
The base NPC movement
The NPC path
Independent patrols of multiple NPCs
Preventing passing through solid objects with BoxCast
Prevent NPCs from walking through the player
How to make the NPC turn towards the player when spoken to
Create the Pokémon trainer
The Pokemon trainer's player detection logic
Enter the trainer's vision zone
Rotate the Pokémon trainer's field of view
Adjust the battle for Pokemon trainers
New different Pokémon trainers
The rival trainer's Pokemon
Hiding the HUD during the battle start
Send the first pokemon into battle
Send out the next Pokemon into battle
Animation of the Pokémon trainers
Start battle upon interaction
Preventing the battle from repeating after losing
Fixing edge case: opponent dies from a status ailment effect
Do you want to switch Pokémon?
Switch the Pokémon to face the rival
We have finished an adventure together, but let's go for the next one!

instructor

5.0 /5
(31)

  • Avatar
    Angel
    (5)
    Game Development Course with Unity 2021

    This comprehensive course is designed to teach video game development using Unity 2021. You will learn to create 2D and 3D interactive projects, implement physics, animations, user interfaces, and game logic.

  • Avatar
    Ivan Paulo
    (5)
    This course is incredible

    The course starts from the simplest things and explains a ton of things about Unity. You can tell the instructor loves what he does and always explains things in detail. I watched the course first on the other platform and just found out he had created this new platform, I hope everything goes well for you.

  • Avatar
    Javi
    (5)
    Everything very up-to-date and smooth

    I really liked that the content feels modern and goes straight to what matters nowadays. I learned new tricks that save me a lot of time and make my creations look much more polished and professional. It is ideal if you want to refresh what you already know or if you want to start with the latest tools on the market without beating around the bush.

  • Avatar
    Francisco
    (5)
    Almost 100h of valuable content

    The course has a considerable duration and teaches you the basics of how to create a stage, decorate it, and focuses on creating a 2D Pokémon, detailing all the gameplay from the start of the 2D game menu, going through levels, characters, mechanics, script programming, until the character dies and the game is over. I liked it, very comprehensive indeed, especially if you like 80s 2D games.

  • Avatar
    Marc
    (5)
    An interesting and fun course!

    The little time I've been in it has already shown me how fun learning can be. You can really tell in his explanation how much the instructor loves video game development. "Do you see?" 🤣

  • Avatar
    Antonio José
    (5)
    Extremely comprehensive

    A very comprehensive course that includes 2D and 3D game creation, where the instructor explains very clearly, C# programming in a clear, best-practice, and advanced manner. Highly recommended.

  • Avatar
    Nieves
    (5)
    Unity 2021 game development course – create 2D and 3D games from scratch with C# and best practices

    This course teaches you how to develop complete video games in Unity 2021, from the engine installation to the creation of functional 2D and 3D projects. You will learn to use the Unity interface, program scripts in C#, apply physics, design levels, create user interfaces, and export your games to PC, WebGL, and Android.

  • Avatar
    Miguel Ángel
    (5)
    The best and most complete advanced Unity course in Spanish... It even has DLC's!

    Highly recommended course to deepen your knowledge in the use of the Unity engine. Divided into two parts: a first one, in which the most important aspects of Unity are reviewed while developing a small 3D game, ending with an interesting practical exercise of recreating a scene from your favorite game that kept me busy and entertained for a couple of weeks. Then comes the second part of the course, in which Juan Gabriel sets out (and successfully achieves) the outline of a Pokémon clone. Mind you, this second part is not suitable for everyone. As already warned in the course description, not to get lost here it is necessary to have prior experience with Unity and C# programming... because we are going to program, a lot, and seeing advanced aspects of professional programming (delegates, events, refactoring, lambda expressions, etc.). Fortunately, I was already a veteran student coming from taking Juan Gabriel's Unity 2019 and Unity 2020 courses, which are also available on this platform, and it also happens that each thing is used several times, so through repetition it becomes clear to you. It is a pity that the course does not propose more practical exercises than the aforementioned recreation of a scenario. By practical exercises I mean one that you have to do yourself and then upload the solution to the platform to be examined. In that sense, the Unity 2020 course (which I took on the old platform) was great, but that one was focused on the creation of small projects while this one focuses for the most part on the programming of the Pokémon clone, so preparing individual exercises might be more complex. The attention of the teacher and María during the course was excellent. If you post a query in any of the lessons within a few hours you receive a response. Thank you, and I am looking forward to a next edition of the Unity "202x" Course... Will 2022 arrive?

  • Avatar
    Gustavo
    (5)
    From Idea to Impact: 5 Courses to Become a Unity and C# Expert

    Do you want to go from curiosity to total mastery of video game development and interactive experiences? This selection of five courses is a strategic learning path that takes you from your first steps in Unity to the creation of advanced projects with Augmented Reality and professional programming. Each course is designed so you can learn by doing, with tangible results, dedicated instructors, and professional-grade tools.

  • Avatar
    Alberto
    (5)
    Lots of content and things to learn

    it is a course that covers everything necessary to be a mid-level programmer in Unity, and from here you can only go up. If your intention is to work in this field, this is a course I recommend.

  • Avatar
    Jorge
    (5)
    The add-on I was missing

    I already had some development notions, but this content helped me polish many details and better understand how the current workflow operates. It was a time investment that was totally worth it to gain confidence in my personal projects.

  • Avatar
    Nicolas
    (5)
    Excellent Learning.

    I find it a comprehensive course, with very well-explained lessons. I loved the final game! and the explanation of Artificial Intelligence in the World of Video Games :)

  • Avatar
    Eulogio
    (5)
    Creating my own shoot 'em ups!

    I've had a lot of fun learning with this course. Now I don't have to wait for a developer to release a game I like... I can make it myself!

  • Avatar
    Giovanni
    (5)
    Update and power with Unity 2021

    The lessons are very dynamic and it is clear that the content is optimized to make the most of the improvements in this version. It has helped me professionalize my workflow much more and better understand how to optimize my current projects

  • Avatar
    Nicolás
    (5)
    Even though it is the 2021 version, everything learned in this course is 100% recommended

  • Avatar
    Santiago
    (5)
    I enjoyed it like a little kid

  • Avatar
    Jackeline
    (5)
    A course that put the joystick in my other hand

  • Avatar
    Rosa
    (5)
    10/10 course

    I loved the Pokémon project most of all

  • Avatar
    María
    (5)
    Unity 2021 in detail

    I found this course very well organized, ideal for those who want to start with video game development. It helped me lay a solid foundation and fully understand how Unity works. 100% recommended!

  • Avatar
    Gabriela
    (5)
    Super happy with everything I learned

    The video game development course with Unity 2021 opened up a world of possibilities for me! I always dreamed of creating my own games and now I can do it.

  • Avatar
    Samuel
    (5)
    I feel more confident now

    Learning about physics and animations was super fun. Seeing how my ideas turned into something playable was simply magical.

  • Avatar
    danison
    (5)
    The start of my career as a video game developer

    This course was an incredible experience. Learning to use Unity 2021 guided by a certified instructor gave me much more confidence during the process.

  • Avatar
    Carlos
    (5)
    Essential course to learn Unity with a certified instructor

    I loved the way the instructor structures the learning and his teaching shows in the clarity and depth of the topics. From the most basic concepts to advanced techniques, each module reinforces key skills in the engine.

  • Avatar
    Juanse
    (5)
    Highly recommended for those who want to learn 90% of Unity

    I am currently at 72% of the course of over 90h, it is incredible how comprehensive it is. I recommend this course both for beginners and for those with experience with Unity as it is very complete.

  • Avatar
    Mariano
    (5)
    Excellent!

    Very good course, very detailed, comprehensive, and very well explained, it makes you want to keep learning!

  • Avatar
    Joiser
    (5)
    soon I will be a pro

    I hope to reach that level where I can handle Unity smoothly, thanks for the support

  • Avatar
    Antonio José
    (5)
    Great

    Great Juan, the concepts and the entire modular structure of a 2D game are very clear. Super instructive, congratulations and thanks for putting in the effort

  • Avatar
    Marc
    (5)
    Delighted with the course

    I have been able to learn a lot with the course, increasing my Unity knowledge

  • Avatar
    Yvonne
    (5)
    Starting the video game path

    Very good course, you can tell that Juan is an expert. Many congratulations.

  • Avatar
    BORJA
    (5)
    Excellent

    Very comprehensive course and very well explained.

  • Avatar
    Matías
    (5)
    An entertaining and comprehensive course

    It has everything a game developer could possibly need to get started, well-explained concepts with very fun mechanics that make you want to finish the course and keep learning

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Video Game Development Path

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