In this stream, join instructor Justin as he covers how to program an XP system, how to trigger UI changes with code, and how to manage player data. Time to get buff with some gains, as we polish our project!
In this stream Instructor Justin will go over how to deal damage to an enemy using a bow and arrow. We will also be fixing some of the undesired program behaviors we identified in the previous stream. Time to sharpen our arrows!
Procedural what now?
No worries! In this stream, students will learn what the term "procedural" means in this context - specifically, how to use it in animation to override pre-existing animation and make its movements your own. Time to make animation smarter!
Where did the enemy go? Gee, if only I could lock on to it, oh wait, we can! After this lesson, students will learn how to program their own "lock on target system," an essential tool for almost any RPG!
It's summer so let's cool off with a water shader! After this lesson, students will learn how to design their own water shaders using Shader Graph and sculpt bumps using Polybrush. Let's test the waters!
Learn the basics on how to create shaders with Unity's Shader Graph! After this lesson, students will be able to apply a glow effect, manufacture a dissolve effect, and displace vertices from any 3D model. It's time to get creative with our graphics!
In the previous lesson, we went over how to damage an enemy and animate a Slash. The main mechanic is set, so now it's time to polish, polish, polish! Instructor Justin will teach you how to take your equipment items to the next level.
In the last lesson, we learned how to damage boxes with no animations. Now it's time to bust out some moves! Instructor Justin will teach you how to trigger a strike - let's slice and dice some enemy cubes!
This episode is all about setting up an inventory system with a custom template designed for this lesson. We will setup picking up items, accessing a pause menu and even touch on debugging features. Let's start storing a bunch of items!