Video Game Development and Virtual Reality in Unity3D

Categories: Video Games
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About Course

The objective of the Course in Video Game Development and Virtual Reality – Unity Officer is to provide the necessary training that allows the student to successfully face the development of a video game or an interactive experience in virtual reality from the role of a programmer.

You will train practically and from scratch in all the techniques and skills necessary to develop video games with Unity . Thanks to this, you will program your own scripts in C # at the same time that you will use the different tools offered by Unity to create professional interactive games and experiences.

Through the Course in Video Game Development and Virtual Reality in Unity3D Officer you will learn to:

  • Create and configure levels and scenarios taking advantage of Unity’s full graphic potential with 3D models , sprites, animations, lighting, graphic effects, etc.
  • Provide movement and functionality to the elements of the game through scripts that use the different Unity systems: logic, vector calculation, physics, animations, artificial intelligence , etc.
  • Create the necessary functionality to give your games and interactive experiences a professional quality and finish on different devices such as PC, Android or virtual reality glasses .
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What Will You Learn?

  • Programmer in development of video games, simulators and interactive experiences with Unity
  • Developer in virtual / augmented reality systems development with Unity
  • Technician in interactive content development, animations and cinematics with Unity3D.

Course Content

Unit 1. Introduction to Unity3D
The Unity Engine Installation and commissioning Creation, opening and structure of a project User interface Scenes and scene view GameObjects and hierarchy Components and inspector Assets and project Console and debugging Executable and build options

Unit 2. Basic scripting
Essential C # programming concepts Scripts and the MonoBehavior class Variables of a script Game loop events Input using keyboard, mouse and buttons Transformations, coordinates and vectors Object creation and destruction Communication between objects

Unit 3. Creation of scenarios with GAIA
Basic terrain editor Creation of orography with GAIA Ground texturing with GAIA Import and configuration of 3D models Generation of 3D models with GAIA Generation of trees and terrain details with GAIA Stage lighting and types of lights Ambient lighting options Lighting setup with GAIA Camera and movement on stage

Unit 4. 3D Physics
Introduction to the physical motor Rigid bodies and use of forces Collision detection and triggers Character Controller Physics Types of physical objects and interactions Physical unions between rigid bodies Physical object detection using raycast Physics and game loops

Unit 5. Practice 1:
Outdoor stage First person character Enemies with basic movement Script movement Ranged weapons Ammunition and power-ups User interface

Unit 6. 2D Graphics
Character creation using animated sprites Create 2D levels using tilemap Tiles and brushes configuration Skins for sprites and tilemap 2D camera management using Cinemachine

Unit 7. 2D Physics
Rigid bodies and 2D collisions Physical joints between rigid 2D bodies 2D force modifiers

Unit 8. User interface
Canvas and UI elements Automatic canvas scaling Position, origin and anchors Images Texts Distribution of elements Create item lists by code User interaction with UI and physical objects

Unit 9. Multiplatform
Touch input for mobile devices Building Android games

Unit 10. Practice 2:
Tiled stage 2D physics based character Enemies with animated movement Interactive physics-based objects Items and skills management Menus and level selection

Unit 11. Artificial intelligence
NavMesh navigation system Navigation and pathfinding agents Dynamic obstacles Navigation areas

Unit 12. Advanced animations
Import of 3D models of bipeds in FBX format Imports of animations for bipeds in FBX format Mecanim animation system Advanced animations: Blend-trees and Layers Ragdolls

Unit 13. Cinematic sequences
3D camera management using Cinemachine Free-motion camera using Cinemachine Tracking camera using Cinemachine Creation of cinematic sequences using Timeline

Unit 14. Advanced lighting
Types of light sources Lights and rendering modes Standard lighting and material Global illumination in real time Global pre-cooked lighting Light probes Reflexes illumination

Unit 15. Advanced graphic effects
Shaders and the rendering process Shaders at vertex, fragment and surface level Shader graph Post-processing effects Color modes HDR and Tonemapping Render texture

Unit 16. Practice 3:
Indoor stage Third person character Enemies with AI movement State machine for motion control Interactive objects with IK

Unit 17. Introduction to Networking
Networking concepts Client server connection Synchronized entities in network Commands and RPCs

Unit 18. Augmented reality (AR)
Introduction to RA Environment detection modes and markers Practical exercise with Vuforia

Unit 19. Virtual reality (VR)
Introduction to VR VR interaction VR user interface Movement in VR Hands-on exercise with HTC Vive