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Премиум
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    Why You Should Buy This Course
  • Урок 2. 00:08:06
    Get Unity & Visual Studio Downloading
  • Урок 3. 00:12:13
    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