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Welcome To The Course
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Install Unity 2018.3
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Install Visual Studio Code
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Quick Game Design Overview
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Architectural Overview
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Community & Support
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Section Overview - Basic Movement
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Create A Simple Sandbox
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Move Using Nav Mesh Agent
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Refining Your Nav Mesh
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Introduction To Raycasting
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Implement Click-To-Move
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Create A Fixed Follow Camera
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Animation Blend Trees
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Match Animation To Movement
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Basic Movement Tweaks
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Project Folder Structure
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Section Intro - High Level Design
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1.5 Page Game Design Document
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The Player Experience
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First Draft Of Your GDD
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Section Overview - Basic Combat
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Separating The Control Layer
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Namespaces To See Dependencies
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Raycasting For Components
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Implementing Action Priority
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Move Within Range
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Cancelling Combat With Movement
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Decoupling Dependency Cycles
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Dependency Inversion With Interfaces
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Add Attack Animation
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Trigger Animation In Code
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Throttling Our Attacks
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Taking Damage
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Nested Prefabs And Variants
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Using Prefab Variants
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Any State Animations
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Trigger Death Animation
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Stop Attacking Already
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Look Them In The Eyes
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Ignore Dead Enemies
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Bugs? What Bugs?
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Section Overview - Enemy AI
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Calculating AI Chase Distance
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Swappable Control Systems
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Disable Control When Dead
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Visualising With Gizmos
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AI Guarding Behaviour
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That's Some Suspicious Behaviour
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Visualising Waypoints
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Waypoint Loops
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Patrolling Behaviour
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Dwelling At Waypoints
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Section Overview - First Moment
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Design A Moment
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Sketch Your Moment
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Tips To Improve Workflow
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Craft The Environment
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Hits-To-Kill Design Metric
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Tweak Enemy Patrol
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Cinemachine Follow Camera
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Make Cinematic Sequence
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Trigger Cinemachine Cut Scene
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The Observer Pattern In C#
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Player Input In Cutscenes
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Section Overview - Scene Management
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Make A Second Scene
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Scene Loading Portals
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How Coroutines Work
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Wait For Scene To Load
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Player Spawn Point
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Cross Scene References
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Canvas Groups For Fading
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Nested Coroutines For Fading
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Avoiding The Singleton Pattern
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Section Overview: Saving Asset Pack
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The Saving System Overview
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Triggering Saving And Loading
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Saveable Components And GameObjects
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Challenge: Saveable Health
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Checkpoints Between Scenes
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Loading The Saved Scene
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BONUS: Capturing Multiple Parameters
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Section Overview: Saving System
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Save System Design
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Overview Of Binary Serialization
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File Paths In C#
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Understanding Unicode
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Filestream Read And Write In C#
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Converting To Binary In C#
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BinaryFormatter For Serialization
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Saveable Entities
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Generating UUIDs In C#
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Editing SerializedFields
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Serializing With SaveableEntities
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Saving Multiple Scenes - Part 1
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Saving Multiple Scenes - Part 2
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Checkpoints Between Scenes
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ISaveable Components
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Deduplicating UUIDs
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Restoring Health
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Reloading The Last Scene
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Fading Before Scene Load
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Section Overview: Simple Weapons
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Equip A Weapon
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Animator Override Controller
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Creating Scriptable Objects
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Unarmed As A Weapon
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Basic Weapon Pickup
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Left Handed Weapons
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Make A Weapon Projectile
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Shoot Projectiles
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Damage From Projectiles
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Trails & Prefab Variants
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Destroy Old Weapon
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Improve Projectile Behaviour
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Fireball Weapon & Pickup
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Fireball Particle System
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Projectile Impact Effect
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Destroy The Unwanted
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Resetting The Default Animator
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Dynamic Resource Loading
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Saving Weapon Choice
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Pickup Respawning
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Progression Design
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Progression Scriptable Object
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Looking Up The Health Stat
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Debug Health Display
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Enemy Health Display
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Awarding Experience Points
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Editing Scriptable Object Files
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Finding A Stat By Enum
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Saving Experience Points
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Displaying Experience
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Performant Lookups With Dictionaries
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Levelling Up
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Displaying The Level
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Squashing Health Bugs
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Events And Delegates
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Delegates And Actions For Leveling Up
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Saving Race Conditions
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Level Up Events And Particle Effects
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Damage Progression
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Extensible Modifier System
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Percentage Modifiers
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Data Hazards And Race Conditions
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Hunting Down Race Conditions
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Awake vs Start
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Lazy Initialisation
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Progression Stats Spreadsheet
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Configurable Cursors
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Cursors And UI
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Generic Raycastable Components
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Cursor Type With IRaycastable
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Raycast Sorting
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Raycasting To A NavMesh
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Calculating A NavMesh Path
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In Game UI
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Text Fading Animation
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Spawning Damage Text
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Using Unity Events
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Updating The Damage Text Value
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Unity Events With Parameters
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Health Bar UI
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Updating The Health Bar Scale
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Disabling Empty Health Bars
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Fixing The Fader
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Coroutine Race Conditions
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Camera Facing LateUpdate Fix
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Sound Effects And UnityEvents
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Weapon Prefab Refactor
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Fighter To Weapon Communication
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Boom Microphone Audio Listener
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Health Pickup Hack
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Visual Polish Audit
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Visual Polish Part 1
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Visual Polish - Macro Details
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Visual Polish - Micro Detail
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Combat Moment Fine Tuning
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Bug: Attacking Distant Enemies
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Enemy AI Agro
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Enemy Mob Mechanics
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Bug: Shooting Over Water
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You've Finished The Course!