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Intermediate Unity 6  Connect Complex Game Mechanics by David Makowski, Rutuparn Dalvi

Intermediate Unity 6 Connect Complex Game Mechanics by David Makowski, Rutuparn Dalvi

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Author:David Makowski, Rutuparn Dalvi

Duration:25 hours on-demand video

Actual Duration:24h 50m

Release date:2025, July

Publisher:Udemy

Skill level:Intermediate

Language:English

Exercise files:Yes

Software:Unity 6

Course URL:https://www.udemy.com/course/intermediate-unity-6-connect-complex-game-mechanics

Level up your Unity skills by connecting concepts like AI, Design Patterns, Grid-Based Movement, and more into a full game.

Ready to move beyond Unity basics? This course is all about connecting the dots, taking individual game development concepts you’ve learned and weaving them into a cohesive, end-to-end project. You’ll build a solid foundation for creating medium-sized games and gain reusable systems to kickstart your own projects.

🎯 What you’ll learn

  • Connect various Unity concepts and systems into a complete game.
  • Integrate a complex state machine into your Unity projects.
  • Explore different architectural approaches for script communication.
  • Create dozens of complex levels rapidly.
  • Understand the benefits of a custom Grid-System.
  • Develop independent, reusable systems for future games.

✅ Requirements

  • Skills: Basic Unity Knowledge

📝 Description

Welcome to our Intermediate Unity 6 course. This course tackles the common question: “What should I learn next after mastering Unity basics?” You’ll likely know how to tackle individual problems in Unity, but the real challenge is connecting these concepts into a complete, end-to-end game. This course provides a template for building serious, medium-sized games.

You’ll develop several independent systems that you can easily reuse in your own game projects. We’re building a game inspired by the classic Maze-Runner Pacman, chosen because it incorporates a wide range of concepts and can be fully implemented without any third-party tools.

Here’s a look at the core concepts we’ll cover and integrate:

AI:
* Navigation
* Path Debugging
* Behavior Control
* State Machine Concepts
* Configurable State Machines with minimal setup

Clean Architecture:
* Singleton – should you use it?
* Interfaces
* Delegates
* Creating your own API-Script
* Extending Monobehaviours
* Static Classes
* Event-based Communication

Player Movement:
* Input System (New)
* Raycast-based Movement
* Grid-based Movement
* Smooth Movement without Corner-Cutting

Custom Grid:
* Grid Visualization
* Automated Level Detection
* Cell-Types for Navigation, Movement, and Object Placement
* Position-Independence of the Grid
* API-like access to Grid Calculations

Automated Level-Creation:
* Ruletiles
* Tile Palettes
* Scripted Tiles
* Creating dozens of Levels in minutes
* Tilemap System

And many more topics, including:
* Level Resetting
* Animations
* Teleportation
* Spawning
* Collision Detection
* Editor Scripts
* Preparing Image Assets

We’ll see you in the course!

🧑‍🎓 Who this course is for:

  • Unity Developers with some initial experience who want to make the next step in their learning journey.

🧑‍🏫 About the Author

David Makowski
David lives in Southern Germany and holds a Master’s Degree in Computer Science. With over 8 years of experience as a Software Engineer, his true passion lies in 2D game development using Unity 3D and teaching. His portfolio includes projects like RTS games, Citybuilders, and AI sports simulations, many of which he learned right here on Udemy. In his personal life, he enjoys time with his wife, son, and dog, and is a fan of movies and American Football.

Rutuparn Dalvi
Rutuparn has always been driven by a deep curiosity about how things work, a trait that has served him well throughout his life. He graduated from a top technical university in India, ranking in the top 0.05% nationally, with a Bachelor’s in Mechanical Engineering. He’s a multi-year National Quizzing Champion in India and has several engineering achievements, including a device that converted printed text to speech using image processing. He has also held engineering roles at various MNCs. Rutuparn is dedicated to helping others acquire strong inter-disciplinary skills in a smooth, accessible way.

🏁 Final Result

  • A portfolio-ready, end-to-end game project loosely based on Pacman, demonstrating the integration of complex systems like AI, grid-based movement, state machines, and automated level generation. You’ll have a solid template and reusable systems for future game development endeavors.
Curriculum

📋 Course content

  1. Course Trailer
    • Course Trailer4:52
    • Course Overview4:59
    • Prerequisites4:15
    • How to take this course?0:27
    • Unity Versions and Code Editor0:35
    • Course Resources0:14
    • Section Resources0:13
  2. Project Setup
    • Project Setup4:17
    • (optional) Unity Version Control8:08
  3. Sprite Settings
    • Meet CookieMan (Sprite Settings)14:57
    • Creating the Sprite Sheets7:38
    • Slicing for a Grid9:21
    • Section Resources0:13
  4. Ruletiles
    • What to Expect ?0:36
    • Intro to Ruletiles4:12
    • How Ruletiles work8:33
    • What tools do we need?1:54
    • Create a Ruletile3:50
    • Tilepalette and Tilemap4:42
    • Defining the Rules6:42
    • Simplifications and Limitations10:08
    • Beyond simple Ruletiles6:19
    • Custom Ruletiles Part 110:08
    • Custom Ruletiles Part211:37
    • (optional) What else can you do with Ruletiles?14:27
    • (optional) Draw with Gameobjects12:32
    • Section Resources0:13
  5. Map Creation
    • Which Map should we build?7:58
    • Texture Bleeding6:11
    • Path and Wall Ruletiles13:08
    • Create the Main Level8:59
    • Section Resources0:13
  6. Grid System
    • What to Expect ?0:36
    • Why use a Grid?4:33
    • Keep it simple!7:42
    • Configure & Visualize12:27
    • Connect the Grid to the Level8:24
    • Simple Editor-Script for the Grid6:52
    • Position-Independant Grid13:55
    • (optional) Actually using the Tilesize0:11
    • Section Resources0:13
  7. Grid Refactoring
    • Import Grid2:43
    • Refactor15:48
    • Connect the Grid to the Level13:51
    • Section Resources0:13
  8. Input System
    • What to Expect ?0:48
    • Introduction5:55
    • Connect a simple Input-System14:28
    • Add Raycast Perception12:11
    • The Dark Side of Raycasting11:01
    • Revisiting the Grid-System12:49
    • Combining Raycasts and the Grid14:52
    • Finding Neighbors11:05
    • Get rid of Raycasts17:53
    • Cutting Corners Issue5:14
    • Cutting Corners Solution16:04
    • Polishing13:34
    • Section Resources0:13
  9. Movement
    • Your Choice2:39
    • Quick and Dirty Integration (Short Version)11:30
    • Grid Cell Refactoring (Long Version)12:43
    • Movement Integration Part 1 (Long Version)7:59
    • Movement Integration Part 2 (Long Version)8:43
    • Movement Integration Part 3 (Long Version)5:53
    • Continuous Movement (both Versions)4:40
    • Section Resources0:13
  10. Animations
    • What to Expect ?0:30
    • Animation Controller and Clips9:19
    • How to decide when to play which Animation?12:27
    • Sprite(sheet) Animations12:10
    • Anystate and Compund Conditions11:26
    • Connect Animations and Movement7:37
    • Layered Animations12:38
    • (optional) Decoupling Player Script and Animations15:22
    • Section Resources0:13
  11. Player Animations
    • CookieMan Animation13:51
    • Connect Animation and Movement6:19
    • Monster Animations16:18
    • Animation Override Controller15:26
    • Monster Transitions10:20
    • Encapsulate Script Access4:01
    • Section Resources0:18
  12. AI Navigation
    • What to Expect ?0:50
    • Playground Setup4:23
    • Simple Follow Navigation5:50
    • Designing the Navigation Algorithm5:37
    • Algorithm Implementation Part 112:18
    • Algorithm Implementation Part 212:26
    • Navigation Debugger – Logic17:06
    • Navigation Debugger – Visualization10:25
    • Fixing the Algorithm Part 112:47
    • Fixing the Algorithm Part 212:13
    • Section Resources0:18
  13. State Machines
    • What to Expect ?1:00
    • Finite State Machines9:08
    • Build a State Machine in Unity13:49
    • Refactoring9:25
    • State Machine with Scriptable Objects14:54
    • Creating the Assets11:55
    • Scriptable Object Restrictions7:27
    • Create a First State14:03
    • Initial Position Fix5:38
    • Adding State Context17:42
    • Transitions19:55
    • (optional) FSM Visualization9:04
    • Section Resources0:13
  14. Reuse Scripts
    • Reuse Navigation Scripts8:18
    • Enhance Path Visualization15:36
    • Hierarchical Prefabs7:54
    • Configuration Scripts for Monsters8:19
    • Path Visualization Wrap Up10:39
    • Section Resources0:13
  15. AI Behavior
    • What to Expect ?1:38
    • AI Design8:57
    • Scatter State13:47
    • Understanding the Chase State3:38
    • Chase State for Rozy6:41
    • Trapping Cookieman with Pochy and Archie8:03
    • Chase State for Freezy8:42
    • Frightened State Part 111:02
    • Frightened State Part 211:08
    • State Animations13:11
    • Be Careful with “Any State” Transitions13:40
    • Eaten State6:57
    • Create the Chamber13:03
    • Monster Recovery Ritual13:13
    • Monster Ritual Configuration7:22
    • LevelManager13:57
    • ScatterToChase and ChaseToScatter Transitions16:55
    • Invalid Cells Fix15:43
    • Chamber Trap Fix14:10
    • The Power of Delegates7:55
    • Delegate for GetNextTarget()10:25
    • Transitions into Frightened State10:29
    • Frightened to Scatter/Chase Part 19:23
    • Frightened to Scatter/Chase Part 211:48
    • “Eating” the Monsters9:16
    • Frightened To Eaten Transition11:16
    • Transitioning out of Eaten State12:18
    • Section Resources0:13
  16. Portals and Spawning
    • Create the Portals15:22
    • The IPortable Interface18:46
    • Teleporting the Monsters6:09
    • Spawning Cookies Part 110:38
    • Spawning Cookies Part 211:21
    • Eating Cookies4:39
    • Section Resources0:13
  17. Communication
    • What to Expect ?1:00
    • (optional) How can Scripts communicate in Unity?18:34
    • A simple Messaging/Event Bus Architecture10:01
    • Trigger the Frightened State9:10
    • The Monsters Strike Back!9:36
    • Player Dead Event – Animation10:31
    • Player Dead Event – Loosing Lives5:15
    • Section Resources0:13
  18. Game Flow
    • What to Expect ?0:59
    • The Full Game Flow7:30
    • Gameflow Simulator Editor Script5:03
    • The Resetmanager11:24
    • Implement a delayed Game Start14:54
    • Making the Game stop4:00
    • Resetting the Player14:01
    • Resetting Fixes7:20
    • Game Over9:17
    • Event Race Conditions6:35
    • Winning the Game5:55
    • Make the Game Restartable11:17
    • Fix Part 1 – Reset Order5:13
    • Fix Part 2 – Illegal Loops10:18
    • Section Resources0:13
  19. UI
    • The Screens21:29
    • Connect UI Screens to Gameflow16:52
    • In Game UI4:34
    • Display the Score12:53
    • Display the Lives12:55
    • Small Fix before Building7:02
    • Build and Goodbye9:10
    • Course Sources0:12
Watch online or Download for Free
Intermediate Unity 6 Connect Complex Game Mechanics by David Makowski, Rutuparn Dalvi
NAME
SIZEDURATION
1 – Introduction
7.3 MB14m
4 – Project – Let's create a Level
20 MB36m
6 – Project – Connect the Grid
15.1 MB22m
18 – Project – UI
39.6 MB1h 8m
19 – Build and Goodbye
9.6 MB16m


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