Progression
CERTIFICATION DÉVELOPPEUR DE JEUX UNITY
1867 - 001. Important to know - Mindset of the course
1868 - 002. Important to know - Crash Course
1869 - 003. Important to know - Q&A and Bugs
1870 - 004. Important to know - Before we begin
1871 - 005. Install Unity
1872 - 006. Basic tools, Windows and Components
1873 - 007. Creating Tank with simple shapes
1874 - 008. Execution order, Input and Movement
1875 - 009. Tank's rotation
1876 - 010. Tank's aim
1877 - 011. Tower's rotation
1878 - 012. Shooting bullets
1879 - 013. Setup small playground
1880 - 014. Collision detection and simple camera controller
1881 - 015. Setup testing ground and Character Import
1882 - 016. Setup New Input System
1883 - 017. Setup movement
1884 - 018. Setup gravity
1885 - 019. Setup aim
1886 - 020. Rig Setup and Animations
1887 - 021. Setup walk animation
1888 - 022. Setup run animation
1889 - 023. Setup fire animation
1890 - 024. Create weapon controller
1891 - 025. Setup weapon 3D model's
1892 - 026. Animation rigging - Setup
1893 - 027. Rig aim constraints
1894 - 028. Left hand IK - attach left hand to the gun
1895 - 029. Left hand IK - diffrent weapons
1896 - 030. Weapon animation layers
1897 - 031. Introducing layer sync
1898 - 032. Reload Animations
1899 - 033. Weapon Grab Animations
1900 - 034. Clean up
1901 - 035. Setup Camera
1902 - 036. Camera Settings
1903 - 037. Player Aim and Decomposition of Player
1904 - 038. Smooth character rotation - Lerp & SLerp
1905 - 039. Camera's Lookahead
1906 - 040. Decomposition of Aim and Camera
1907 - 041. Create a bullet
1908 - 042. Setup bullet's direction
1909 - 043. Setup Precise Aim
1910 - 044. Setup Target Lock
1911 - 045. Visualise Aim with Laser
1912 - 046. Clean up
1913 - 047. Update project to LTS
1914 - 048. Import 3D models
1915 - 049. How to setup 3D colliders
1916 - 050. Important about Pivot point
1917 - 051. Rigidbody
1918 - 052. Collision detection type
1919 - 053. Flexible mass of a bullet
1920 - 054. Shiny bullet & URP setup
1921 - 055. Impact Visual Effect of a Bullet
1922 - 056. Training ground upgrade
1923 - 057. Clean up
1924 - 058. Weapon class
1925 - 059. Weapon type
1926 - 059. Weapon type
1926 - 060. Weapon slots
1927 - 061. Weapon pickup
1928 - 062. Weapon's ammo
1929 - 063. Weapon's reload
1930 - 064. Weapon's model
1931 - 065. Equip weapon
1932 - 066. Backup weapon model
1933 - 067. Reload speed & Equipment speed
1934 - 068. Object pool - Bullet pool
1935 - 069. Weapon's fire rate
1936 - 070. Weapon ready check
1937 - 071. Shoot type Single and Auto
1938 - 072. Bullet's spread
1939 - 073. Multi-shot and burst shot
1940 - 074. Gun distance
1941 - 075. Camera distance
1942 - 076. 2+ weapon slots
1943 - 077. Clean up
1944 - 078. Global object pool
1945 - 079. Constructor
1946 - 080. Scriptable object
1947 - 081. Weapon data
1948 - 082. Closest interactble
1949 - 083. Interaction and inheritance
1950 - 084. Weapon pickup interaction
1951 - 085. Drop current weapon as pickup item
1952 - 086. Ammo box pickup
1953 - 087. Clean up
1954 - 088. Brief enemy design
1955 - 089. AI Navigation Setup
1956 - 090. State Machine Setup
1957 - 091. Idle State
1958 - 092. Move State
1959 - 093. Visuals and Animations
1960 - 094. Manual rotation and smooth transition
1961 - 095. Recovery state
1962 - 096. Root transform position
1963 - 097. Chase State
1964 - 098. Attack State
1965 - 099. Attack Set
1966 - 100. Next attack random
1967 - 101. Multiple slash attacks
1968 - 102. Dead state & Ragdoll
1969 - 103. Simple health system
1970 - 104. Enemy ability - Shield
1971 - 105. Enemy ability - Dodge
1972 - 106. Enemy ability - Axe throw
1973 - 107. Enemy's Axe
1974 - 108. Clean up & Refactoring
1975 - 109. Updating enemy's FBX Model and Ragdoll
1976 - 110. Updating avatar and animations
1977 - 111. Setup random look
1978 - 112. Setup random weapon
1979 - 113. Setup random corruption
1980 - 114. Animator override
1981 - 115. Enemy weapon trail effect
1982 - 116. Attack data update
1983 - 117. Clean up
1984 - 118. Move and Idle state
1985 - 119. Battle state
1986 - 120. Bullet
1987 - 121. Attack cooldown
1988 - 122. Weapon model and refactoring
1989 - 123. Animation layers
1990 - 124. Left hand IK
1991 - 125. Weapon data
1992 - 126. Cover system - cover state
1993 - 127. Cover system - cover points
1994 - 128. Cover system - best cover search
1995 - 129. Cover system - perks & decision making
1996 - 130. Advance state
1997 - 131. Smart aim
1998 - 132. Advance duration and cover duration
1999 - 133. Unstoppable enemy
2000 - 134. Grenade throw state
2001 - 135. Grenade state visuals
2002 - 136. Grenade setup
2003 - 137. Dead state & grenade addition
2004 - 138. Idle & weapon - visuals improvements
2005 - 139. Object pool - bug fix
2006 - 140. Clean up
2007 - 141. Setup boss model and rig
2008 - 142. Idle and Move
2009 - 143. Attack
2010 - 144. Jump attack
2011 - 145. Ability - flamethrower
2012 - 146. Visuals - Flamethrower
2013 - 147. Action cooldown
2014 - 148. Chase behavior
2015 - 149. Visuals - Flamethrower batteries
2016 - 150. Visuals - Landing zone
2017 - 151. Visuals - Weapon trails
2018 - 152. Jump attack physical impact
2019 - 153. Dead state
2020 - 154. New Boss with Hummer
2021 - 155. New Boss Ability
2022 - 156. Ability Fallback
2023 - 157. Clean up
2024 - 158. Interfaces
2025 - 159. Hitbox
2026 - 160. Health controller
2027 - 161. Friendly fire
2028 - 162. Player's hitbox and death
2029 - 163. Grenade damage
2030 - 164. Melee enemy's hitbox
2031 - 165. Melee enemy attack check
2032 - 166. Melee enemy axe damage
2033 - 167. Enemy's shield
2034 - 168. Grenade bug fix
2035 - 169. Boss's hitbox
2036 - 170. Boss's attack check
2037 - 171. Boss's flamethrower damage check
2038 - 172. Boss's jump attack damage check
2039 - 173. Boss's hummer attack check
2040 - 174. Implementing Damage Value Parameters in Health Reduction System
2041 - 175. Creating a dummy
2042 - 176. Balancing player's weapons damage
2043 - 177. Balancing Melee enemies
2044 - 178. Balancing Range enemies
2045 - 179. Boss balance
2046 - 180. Headshot modifer
2047 - 181. Clean up
2048 - 182. System design
2049 - 183. Creation, position and rotation
2050 - 184. Automation
2051 - 185. Intersection check
2052 - 186. Generation restart
2053 - 187. New & Updated 3D Models
2054 - 188. Object's setup
2055 - 189. Enemy's setup
2056 - 190. Blockout greyboxing
2057 - 191. 3D models and NavMesh
2058 - 192. Zone Limit
2059 - 193. Wrapping up level part into prefab
2060 - 194. How to setup pre-made level parts
2061 - 195. Assemble everything together ( NavMesh,Enemies,Levels )
2062 - 196. Clean up
2063 - 197. MissionQuest Manager
2064 - 198. Timer Mission
2065 - 199. Simple Drop System For EnemiesMissions
2066 - 200. VIP Enemy Mission
2067 - 201. Hunt Mission
2068 - 202. Car Delivery Mission
2069 - 203. Last Defence Mission
2070 - 204. Clean up
2071 - 205. Getting UI Elements
2072 - 206. Health Bar
2073 - 207. Weapon UI
2074 - 208. Mission Goal UI
2075 - 209. Transparent UI element on Mouse Hover
2076 - 210. Main Menu Layout
2077 - 211. UI Buttons
2078 - 212. Main Menu Buttons Functionality
2079 - 213. Mission Selection UI
2080 - 214. Weapon Selection UI
2081 - 215. Play Button
2082 - 216. Pause UI
2083 - 217. Time Manager
2084 - 218. Game Over UI
2085 - 219. Fade Screen
2086 - 220. Comic Panel UI
2087 - 221. Win Screen UI
2088 - 222. Settings UI
2089 - 223. Clean up
2090 - 224. Car Controls
2091 - 225. Car Setup
2092 - 226. Car Movement
2093 - 227. Car Drift
2094 - 228. Wheel Drive Type, Brakes and Mass
2095 - 229. Drift and Brakes Hot Bug Fix
2096 - 230. Quick Car Setup
2097 - 231. Car EnterExit Mechanic
2098 - 232. Car's Interaction with Enemies
2099 - 233. Car's Interactions with Player
2100 - 234. Car Health Controller
2101 - 235. Car Info UI
2102 - 236. Police Car Wheels Bug Fix
2103 - 237. Car and Camera's Lookahead Time
2104 - 238. Clean up
2105 - 239. Where to get Audio
2106 - 240. Audio Listener and Audio Source
2107 - 241. Audio Manager and Background Music
2108 - 242. Sound effects - UI
2109 - 243. Player's Weapon Sound Effects
2110 - 244. Sound of footsteps
2111 - 245. How to Improve Your Sound effects
2112 - 246. Sound Effects and Distance
2113 - 247. Car Sound Effects
2114 - 248. Sounds with delay and fade inout
2115 - 249. Volume Settings
2116 - 250. Save and Load Settings
2117 - 251. Clean up
2118 - 252. Post Processing
2119 - 253. Improving shadows
2120 - 254. Footsteps marks
2121 - 255. Car wheel marks
2122 - 256. Import and Arrange Visual Effects
2123 - 257. Car Explosion - Visuals, Impact, Damage
2124 - 258. Character Aim Improvements