Page 1 of 11 123 ... LastLast
Results 1 to 10 of 102
  1. #1
    Join Date
    Jul 2002
    Location
    In space
    Posts
    5,428

    Unity Fundamentals - Video list proposal

    Okay, so as some of you already know, we've been pushing forward with several Unity training projects lately. One of these projects is a series that introduces the user to the Unity editor interface, completely away from the world of scripting and actual game development. The goal was to create a video reference system that made it much easier to get familiar with the Unity interface, and to make it faster to get in tune with the many development tools already embedded into the software!

    But for the record, this is just a proposal. The actual number of videos could easily change, either up or down. It depends on so many factors. However, generally, I feel pretty good about this, having had the opportunity to research most of this content very thoroughly over the last week or so.

    And again, what you're about to read is completely separate from any of the projects for developing the platformer game, the advanced version of the simple game, or any of the coding projects that Lee (chronos78) and Jason (busbyj) have been discussing lately. This is a separate project that I'm heading up personally as a way to get people thoroughly grounded in the Unity application before jumping into the hardcore coding world that Lee and Jason will be presenting across the various other projects.

    So, without any further ado...




    • Introduction
      • What is Unity, what are we covering in these videos?
      • What do we need to get started?
      • Setting up Unity and our addons

    • Level Creation
      • Introduction and Overview
      • Creating the new project - adding packages
      • Level Start - Creating initial terrain
      • Adding Terrain Toolkit - initial shape
      • Sculpting terrain
      • Adding a work light and first person controller
      • Testing and adjusting
      • Procedural Terrain texturing with Terrain Toolkit
      • Adding additional textures through painting
      • Adding Trees
      • Adding rocks
      • Adding a sky and a sun flare
      • Looking at our Camp and Tunnel in Maya
      • Bringing in the Camp and Tunnel
      • Setting up collisions
      • Adding snow
      • Adding Steam
      • Adding Fire
      • Adding wind and fire sounds

    • Terminology
      • Projects
      • Scenes
      • Packages
      • Prefabs
      • GameObjects
      • Components
      • Assets
      • Scripts

    • Unity Primary Interface Features
      • User Interface At-a-Glance
      • Viewport Overview (Scene and Game)
      • Scene View - Maya-Style Navigation
      • Scene View - Right-Mouse FPS Navigation
      • Scene View - Scene Gizmo Navigation
      • Scene View - Draw modes
      • Scene View - Render Modes
      • Scene View - Toolbar Options (Lighting, Game Overlay, Audition, Search)
      • Game View - Setting the Aspect
      • Game View - Max on Play, Gizmos, and Stats
      • Main Menubar - File
      • Main Menubar - Edit
      • Main Menubar - Assets
      • Main Menubar - GameObject
      • Main Menubar - Component
      • Main Menubar - Terrain
      • Main Menubar - Window
      • Main Menubar - Help
      • Main Toolbar - Overview
      • Main Toolbar - Transform Tool Buttons
      • Main Toolbar - Play, Pause, and Step
      • Main Toolbar - Layers Dropdown
      • Main Toolbar - Layouts Dropdown
      • Project View - Overview
      • Project View - Your project in the explorer
      • Project View - Links
      • Project View - Creating new objects
      • Project View - Searching
      • Hierarchy View - Overview
      • Hierarchy View - Linking
      • Hierarchy View - Creating Objects within Hierarchy
      • Hierarchy View - Searching
      • Inspector - Overview
      • Inspector - Changing Values
      • Inspector - Locking the Inspector
    • Unity Secondary Interface Features
      • Animation View - Overview and Interface
      • Animation View - Animating Basic Transforms
      • Animation View - Animating other properties
      • Animation View - Working with animation curves
      • Animation View - Reusing animation clips
      • Profiler View
      • Console
      • Render Settings
      • Project Settings - Input
      • Project Settings - Tags
      • Project Settings - Audio
      • Project Settings - Time
      • Project Settings - Player
      • Project Settings - Physics
      • Project Settings - Quality
      • Project Settings - Network
      • Project Settings - Editor
      • Preferences - Hotkeys
      • Preferences - General Prefs
      • Preferences - Colors

    • Customizing the UI
      • UI Customization - Docking and Undocking
      • UI Customization - Saving Layouts
      • UI Customization - Loading Layouts

    • Working with Game Objects
      • Working with Game Objects - Move
      • Working with Game Objects - Rotate
      • Working with Game Objects - Scale
      • Working with Game Objects - Duplication
      • Working with Game Objects - Parenting

    • Snapping
      • Snapping - Grid-based movement snapping
      • Snapping - Rotation snapping
      • Snapping - Scale Snapping
      • Snapping - Vertex snapping

    • Tags and Layers
      • Creating and Assigning Tags
      • Creating and Assigning Layers

    • Working with Cameras
      • Cameras - Clear Flags and Background Color
      • Cameras - Culling Mask
      • Cameras - Projection
      • Cameras - Field of View and Clipping Planes
      • Cameras - Normalized View Port Rect
      • Cameras - Depth
      • Cameras - Rendering Path
      • Cameras - Target Texture
      • Cameras - Setting up a Skybox
      • Cameras - Basic Multi-Camera Setup

    • Included Character Controllers
      • Setting up a First Person Controller
      • Setting up a Third Person Controller

    • Lights
      • Lighting intro
      • Rendering Paths
      • Light Types
      • Color and Intensity
      • Light Cookies
      • Shadow Types
      • Halos and Flares
      • Render Mode
      • Culling Mask
      • Lightmapping Settings
      • Light Baking Basics

    • Terrain
      • Terrain Resolution Settings
      • Standard Terrain Shaping Tools
      • Trees
      • Decorations
      • Base Terrain Settings
      • Tree & Detail Object Settings
      • Wind Settings
      • Terrain Collider Component

    • Terrain Toolkit
      • Terrain Toolkit Overview
      • Create - Voronoi
      • Create - Fractal
      • Create - Perlin
      • Create - Smooth
      • Create - Normalise
      • Erode - Thermal
      • Erode - Hydraulic
      • Erode - Tidal
      • Erode - Wind
      • Erode - Using Brushes
      • Texture - Assigning Textures
      • Texture - Texture Slope
      • Texture - Texture Height
      • Advanced Settings

    • Tree Creator
      • Overview
      • Creating our own custom tree
      • The Hierarchy View
      • Editing Tools
      • Distribution Panel
      • Geometry Panel
      • Material Panel
      • Shape Panel
      • Breaking Panel
      • Fronds Panel
      • Animation Panel
      • WindZones

    • Particles
      • Particle System Overview
      • Particle Emitter Component - Emission and Energy
      • Particle Emitter Component - Linear Velocity
      • Particle Emitter Component - Angular Velocity
      • Particle Emitter Component - Other Settings
      • Particle Animator Component - Color Animation
      • Particle Animator Component - Rotation Axes
      • Particle Animator Component - Size Animation
      • Particle Animator Component - Forces
      • Particle Animator Component - Damping and Autodestruct
      • Particle Renderer Component - Shadows
      • Particle Renderer Component - Materials
      • Particle Renderer Component - Velocity Considerations
      • Particle Renderer Component - UV Animation
      • Particle Renderer Component - Shader
      • Particle Renderer Component - Tinting and Texture
      • Creating a custom spark particle system Overview
      • Custom: Placing our Emitter
      • Custom: Establishing Particle Motion
      • Custom: Establishing Particle Shape
      • Custom: Shading and Texturing

    • Trails
      • Trail Emitters Overview
      • Trail Emitters - Shadows and Materials
      • Trail Emitters - Trail Shape
      • Trail Emitters - Trail Color
      • Trail Emitters - Min Vertex Distance and Autodestruct

    • Rigid Bodies and Physics
      • Rigid Body Basics
      • Rigid Body Properties - Mass, drag, and gravity
      • Rigid Body Properties - Kinematics (Passive and Active Rigid Bodies)
      • Rigid Body Properties - Interpolation methods
      • Rigid Body Properties - Freezing Rotation
      • Rigid Body Properties - Collision Detection
      • Unity Physics Joints Overview
      • Hinge Joints - Initial Setup
      • Hinge Joints - Springs
      • Hinge Joints - Motor
      • Hinge Joints - Limits
      • Hinge Joints - Breaking
      • Fixed Joints - Initial Setup
      • Fixed Joints - Breaking
      • Spring Joint - Initial Setup
      • Spring Joint - Spring Settings
      • Spring Joint - Breaking
      • Character Joint - Initial Setup
      • Character Joint - Axes
      • Character Joint - Twist Limits
      • Character Joint - Swing Limits
      • Character Joint - Breaking
      • Configurable Joint - Initial Setup
      • Configurable Joint - Axes and Local vs World Space
      • Configurable Joint - Axial and Angular Motion Modes
      • Configurable Joint - Linear Limit
      • Configurable Joint - Angular Limits
      • Configurable Joint - Target Position and Velocity
      • Configurable Joint - Linear Drives
      • Configurable Joint - Target Rotation and Angular Velocity
      • Configurable Joint - Rotation Drive Modes
      • Configurable Joint - X & YZ Drives
      • Configurable Joint - Slerp Drive
      • Configurable Joint - Projection
      • Configurable Joint - Breaking

    • Sounds
      • Base sound concepts
      • Audio Source - Initial Settings
      • Audio Source - Volume and Pitch
      • Audio Source - 3D Sound Settings
      • Audio Source - 3D sound graphic visualization
      • Audio Source - 2D Sound Settings
      • Audio Reverb Zone Overview
      • Audio Reverb Zone - Initial Setup
      • Audio Reverb Zone - Presets and Settings
      • Filter overview
      • Low Pass Filter
      • High Pass Filter
      • Echo Filter
      • Distortion Filter
      • Reverb Filter
      • Chorus Filter

    • Basic Interactivity with JavaScript
      • Establishing our goals
      • Setting up our health bar
      • setting up our trigger volume
      • Damage code



    Totals:

    20 sections
    240 videos
    Last edited by Zak; 11-06-2010 at 03:49 PM.

  2. #2
    Join Date
    Mar 2005
    Location
    Sydney, Australia
    Posts
    1,215
    Zak, this is not enough detail... by a long shot. Please go back to the drawing board and rethink your commitment to this project.

    Question: What made you choose JavaScript for the basic scripting section if the other series' are focused C#?
    Last edited by Jacquesy; 11-03-2010 at 03:00 AM.

  3. #3
    Join Date
    May 2002
    Location
    Kicking mummy ass!
    Posts
    458
    Oh my god!
    Wow!!!!!!!!!!!!

  4. #4
    Join Date
    Oct 2008
    Location
    Holy Land
    Posts
    313
    Wow, that's a long list..

  5. #5
    Join Date
    Mar 2002
    Location
    Isle of Man, UK
    Posts
    918
    Mastering Unity: The Fundamentals ... ?? LOL That list looks very old school Buzz!
    Mostly Human since '74

  6. #6
    Join Date
    Apr 2004
    Location
    Phoenix, AZ
    Posts
    3,666
    That looks like yet another monster series from 3dbuzz. I am excited to see what people come up with!!
    "I'm a great believer in luck, and I find the harder I work the more I have of it." -Thomas Jefferson


  7. #7
    Join Date
    Jul 2005
    Location
    Scotland
    Posts
    962
    the list is quite comprehensive, it covers all the "fundamental" tools personally I think its great idea, giving student the chance to get a grounding in th engine core components before moving on into the world of programming/scripting.

  8. #8
    Join Date
    Jul 2002
    Location
    In space
    Posts
    5,428
    Jacquesy

    I'm using JavaScript simply because the focus here is on the app and not really on scripting. We're just using the UniSciTE editor, and if I'm going to code in C#, I'd much rather be using VS. And what we're writing is VERY basic. It's really more about showing that if you want to do something interesting, you really need to start looking at scripts. There's no reason why it couldn't be done in C#. And perhaps it will be before all is said and done. But the prototyping I did for the lesson plan was in JavaScript.

  9. #9
    Join Date
    Oct 2008
    Location
    Holy Land
    Posts
    313
    also, I think that it's good to know the basics of JavaScript.
    because a lot of the examples other there is JavaScript based..

  10. #10
    Join Date
    Jul 2005
    Location
    Scotland
    Posts
    962
    Quote Originally Posted by hareljann View Post
    also, I think that it's good to know the basics of JavaScript.
    because a lot of the examples other there is JavaScript based..
    aaah but all that's about to change once the crew start releasing their content

Page 1 of 11 123 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •