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Why You Should Buy This Course
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Get Unity & Visual Studio Downloading
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How To Use This Course
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Introducing Unity
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The Wonder Of Prefabs
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Introducing Visual Studio
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Instructor Hangout 1.1
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Section 1 Conclusion
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Welcome To Section 2
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Terminal Hacker Game Design
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Import WM2000 Terminal Asset
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Using Our Terminal.WriteLine()
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Your First Function
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Introducing Variables
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Functions With Variable Parameters
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Messages Are Special Functions
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C# Operators & Expressions
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Conditional Program Flow Using if
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Instructor Hangout 2.1
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We’re About To Pick-Up Pace
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Member Variables To Hold State
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Enumerating Our Game States
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Refactoring Our Code
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Your First Solo
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Arrays Of Variables
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switch vs if
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Introducing Random Behaviour
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Creating A Win Screen
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Section 2 Integration Challenge
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Instructor Hangout 2.2
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Share Online & Play Test
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Feedback & Bug Fixes
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Section 2 Wrap-Up
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Welcome To Section 3
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Project Boost Game Design
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Onion Design
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Introducing Version Control
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Add Unity .gitignore Easily
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The Origin Of Our World
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Placeholder Art From Primitives
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Basic Input Binding
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Physics and Rigidbodies
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Coordinate System Handedness
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Using Time.deltaTime
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Instructor Hangout 3.1
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Adding A Touch Of Audio
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Resolving Movement Bugs
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Using SerializeField vs public
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Tagging Game Objects As Friendly
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Basic Level Design
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Design Levers And Tuning
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Making A Second Level
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Prefabs In Detail
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Level Loading & Scene Management
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Invoke() As A Coroutine Warm-up
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Instructor Hangout 3.2
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Playing Multiple Audio Clips
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Introducing Particle Effects
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Moving Platform Pattern
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Mathf.Sin() For Movement Cycles
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Protecting Against NaN
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Organise Your Assets
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Light Your Scene
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Nested Prefab Joy
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Make Game Moments
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Debug Keys & Builds
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Instructor Hangout 3.3
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Looping Through Levels
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Sharing With Teaser Video
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Spit & Polish
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Section 3 Wrap-Up
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Welcome To Section 4
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Argon Assault Game Design
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Update Unity & Create Project
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Create Terrain
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Texture The Terrain
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Add A Skybox
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Add Player Ship
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Setup A Splash Screen
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Playing Music Between Scenes
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Unity’s Waypoint Utility Scripts
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Instructor Hangout 4.1
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Using Cross Platform Input
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Input Sensitivity & Gravity
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Mathf.Clamp() To Restrict Movement
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Understanding Roll, Pitch & Yaw
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How To Set Local Rotation
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Rotate Ship With Position & Throw
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Time To Tweak And Tune
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Create Bullet Particles
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Explosion Particles & SFX
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Dodge And Shoot
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Instructor Hangout 4.2
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Project Tidying Checklist
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Triggers & Collisions In Unity
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SendMessage() Between Components
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Enable A Gameobject From C#
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Singleton Pattern Without Statics
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Detecting Particle Collisions
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Making Scripts Add Components
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Instantiating At Runtime
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Add Simple Score UI
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A ScoreBoard Class
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Instructor Hangout 4.3
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Introducing Encapsulation
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Back-pedalling With Version Control
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Iterating With foreach
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Enemy Health System
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Level Design Beat Chart
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Level Design Iteration
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Introduction To Unity Timeline
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Unity Timeline For Player Path
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Unity Timeline Enemy Waves
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Adding Flavour With Timeline
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Stop Particle Emission In C#
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Visual Polish
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Section 4 Wrap-Up
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Welcome To Section 5
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Realm Rush Game Design
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Limitations Of Unity Pathfinding
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Z-Fighting And Quads
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[ExecuteInEditMode] Attribute
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Using Text Mesh For Labels
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C-Sharp Lists For Custom Path
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Introducing Coroutines
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Types Of Pathfinding
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The Path Ahead
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Instance Variables And Constants
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The Dictionary Data Structure
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Finding Game Objects By Name
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Explore Thy Neighbour
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Breadth First Search Algorithm
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Introducing C# Queues
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Running Manual Tests
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A Breadcrumb Trail
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Reversing A List
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Adding Production Assets
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Tower LookAt Enemy
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MagicaVoxel Bonus Content
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Another Solo Challenge
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Make Tower Shoot
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Enemy HitPoints
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Check For Distance
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Subtleties Of Spawning
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Revise Coroutines & Much More
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Target Closest Enemy
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Detecting Mouse In 3D
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Conditional Instantiation
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Bloom’s Taxonomy
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Particles & Algorithm Improvements
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Circular Or Ring Buffers
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Implementing A Ring Buffer
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Revising C# Queues
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How To Destroy Particles
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Complete Game Loop
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Health For Base
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Display Health & Score
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Unity Post Processing Stack
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Hook Up SFX
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PlayClipAtPoint() For SFX
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Tune Your Game Moment
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Section 5 Wrap Up
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Welcome To Zombie Runner
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Zombie Runner Game Design
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Adding First Person Controller
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Make A Prototyping Sandbox
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Using NavMeshAgent For AI
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Getting Stuck & Jittering
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Enemy AI - Chase Range
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Using OnDrawGizmosSelected()
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Enemy AI - Attack If Provoked
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Give That Player A Gun
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Introduction To Raycasting
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Enemy Health & Damage
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Implement A Muzzle Flash
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Creating Shooting Hit Effect
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Introduction To Animator Controller
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Creating A Simple Animation
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Animator Transition Conditions
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Trigger Animation In Code
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Use Animation Events
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Create Player Health Class
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Rotate To Face Target
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Game Over User Interface
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Create A Death Handler
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Using BroadcastMessage
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Early Gameplay Loop
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Weapon System Overview
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Weapon Zoom - Field Of View
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Weapon Zoom - Mouse Sensitivity
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Basic Ammo Functionality
Do you have it updated? seems out dated - thanks!!