Making games
Scenes, objects and components, and each part of a game: physics, lighting, sound, UI, input and shipping it.
Scenes, objects and components, and each part of a game: physics, lighting, sound, UI, input and shipping it.
What's in a project folder, how assets are named, and importing models, images and sounds.
What a scene is, how objects nest, and how transforms add up.
Adding, editing and removing components, and the list of what's built in.
Reusable objects: saving one, placing copies, changing one copy, and spawning them from scripts.
Drawing an object: built-in shapes and imported models with the Mesh Renderer, and how materials color them.
Lights and shadows, the sky and ambient light, and reflections.
Which camera the game draws from, perspective and orthographic, and exposure, tonemapping and bloom.
Rigid bodies and colliders, triggers, characters, joints and collision layers.
Smoke, sparks, dust and fire with the Particle Emitter, and controlling one from a script.
Playing sounds and music with Audio Source and Audio Listener, positioned in the world or not.
Menus, HUDs and health bars: UI documents, the Canvas component, the UI editor, and driving UI from scripts.
Reading the keyboard and mouse, and naming controls as actions.
Keeping a player's progress and preferences between plays, with Save slots and Settings.
Reading and writing files of your own from a script: a player's levels, a replay, a text log, and your game's shipped data.
Turning a project into a game anyone can run, and the settings that shape it.