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CompleteUnityDeveloper / 10-TwinStick-Original

Licence: MIT license
A cross-platform, twin stick control game set in 2.5D as part of The Complete Unity C# Developer 2D (http://gdev.tv/cudgithub).

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Complete Unity Developer - Section 10 - TwinStick

This is the Complete Unity Developer - one of the most successful e-learning courses on the internet! Completely re-worked from scratch with brand-new projects and our latest teaching techniques. You will benefit from the fact we have already taught over 360,336 students game development, many shipping commercial games as a result.

You're welcome to download, fork or do whatever else legal with all the files! The real value is in our huge, high-quality online tutorials that accompany this repo. You can check out the course here: Complete Unity Developer

In This Section

Welcome to Twin Sticks

In this video Ben Tristem explains what you will learn about Unity 5 in this tutorial section, including...

  • How to build a 2.5D game in Unity.
  • How to save your game to PlayerPrefs.
  • Using World Space UI in a 3D game.
  • More about using anchors for a responsive UI.
  • Making your game cross platform in Unity.

Section 10 Notes

A PDF of the slides used in this section.

Your Twin Stick Assets

Introducing Version Control

  • Why you may want to use version control.
  • An overview of how we use it.
  • Follow us on GitHub.
  • Where to find the course repositories.

Sharing Your Game With Git

  • How Git can help you share your project.

  • How we use Git for the course.

  • What's different about how you may use it.

  • Read Dan's blog post*

  • * Blog - Hosting Game on GitHub

Using SourceTree & Git

  • Download SourceTree
  • Creating local & remote repos.
  • Using a .gitignore file for Unity.
  • Connect to GitHub (or BitBucket).
  • Share your repo in the discussions.

Using CrossPlatformInputManager

  • What is CrossPlatformInputManager.
  • How a virtual control layer works.
  • Setting-up and reading control values.

Using Analog Gamepad (Optional)

  • About using gamepad input.
  • Setting up a PS4 controller on a Mac.
  • Using an Xbox controller on a PC.
  • Using the input gravity setting.
  • Other input settings such as sensitivity.

Using The RollerBall Prefab

  • Import the Characters standard asset pack.
  • Use the RollerBall prefab game object.
  • Using physics freeze position constraints.
  • Explore the control options.

Designing A Replay System

  • An overview of replay systems.
  • Deterministic vs. non-deterministic replays.
  • An overview of how we will do things.
  • Introducing a circular (ring) buffer.

Class Vs Struct In C#

  • Why we're not using Unity's Keyframe struct*
  • Comparing classes and structs as options.
  • Creating our own MyKeyframe struct.

* Unity Scripting API - Keyframe

Creating A Replay System

  • An overview of our replay system code.
  • Implementing a ring buffer for frames.
  • Testing our record and playback.

Building A Game Manager

  • Create a simple Game Manager.
  • Use it to keep track of recording / playback.
  • Wire it to the ReplaySystem.cs script.
  • Test playback.

Touchscreen Joystick Control

  • Create a simple Game Manager.
  • Use it to keep track of recording / playback.
  • Wire it to the ReplaySystem.cs script.
  • Test playback.

Level Unlocks In Unity

  • Dig-up your old PlayerPrefsManager
  • Add code to handle level unlocks.
  • Create a simple proof of concept.

Pausing Your Game

Reading From 2nd Stick

  • Reading from 3rd and 4th joystick axis.
  • Import & explore “selfie stick” prefab.
  • Write code to make camera track player.
  • Write code to make right stick orbit the camera.
  • Test it’s all working.

DOWNLOAD Section 10 Unity Project

Section 10 Wrap-Up

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