Events

Unity3D Fundamentals

Wednesday 12 November, 2014 09:30 - 17:00 | Northern Regional College


This event is arranged with the support of Digital Circle.

This is a FREE course. You must register in advance to secure your place.

Use #HCskills for tweets before, during and after this event!

This course is intended for those who are interested in learning how to use Unity3D for game development. Lecturers and educators may also wish to attend to inform their teaching.

Feedback from previous Unity training events

  • 'Gavin's experience was evident'
  • 'I liked .. step-by-step guidance'
  • 'Course was... very well timed and prepared'
  • 'The most valuable part of this course was... talking to experienced instructors'

Training Course Overview

Overview of Unity, its elements, how it is used and terminology Unity3D currently offers a solution to developers looking to create rich and interactive content. A high level breakdown of how a general development process will work, tying together the different areas such as Art, Design, Audio, Programming and Publishing.

Unity3D Panels

Unity has a variety of editor panels designed to complete specific tasks. Key panels will be detailed with reference to the development span of projects.

  • Scene View
  • Game View
  • Hierarchy View
  • Project Panel
  • Inspector Panel
  • Animation Panel
  • Console

Working with Scenes

Scenes are essential a method of organising your game levels or animation scenes for your project. A project can be composed of multiple or singular scene setups depending on the project's design.

Customising the User Interface under different environments

Just as departments use different tools, Unity allows the development the ability to structure their workspace to best suit their tasks. Windows and panels will be outlined which best suit each department.

Working with GameObjects: Outlining the primary uses of them in the editor

An in-depth look at the use of objects and components within the Unity3D game engine. A look at how to maximise the flexibility in the component based system for your games. Several tools are available to position, rotate and scale objects in your scene and using these will be essential creating your scenes.

Working with Components

In principle GameObjects can be composed of many components that will give them varying properties within the scenes. This include the components based on how the object is rendered, particle systems that it would generate and scripts that can change how a GameObject acts.

Working with Prefabs

Prefabs are an important structure within Unity3D. Consisting of a group of GameObjects inside a project these will be used to store and reuse game content as you need. Prefabs can be used for any element within the game, characters, collectible objects or just game management systems.

Working with Textures

Textures are images which give GameObjects greater detail while still maintain performance in games. A project can commonly include tens to thousands of texture content for a project and knowing how to best use these is key.

Working with Materials

Any GameObject within the Unity3D scene that can be seen will be made of at least one Material. This material as in the real world will define how the object will be coloured and shaped.

Working with Cameras

Cameras are the used similar to that within the film industry. With a scene containing at least, but not limited to, one camera. This camera may be used in a third party perspective or a first perspective within games, along with Unity3Ds animation system will give developers the flexibility to showcase their project.

Working with Lights

Setting up a lighting rig is important in games adding to the atmosphere during any moment of gameplay or an in game cinematic. Working with Audio

Unity3D provides easy to implement audio features into any scene. Audio can be simple background music, or more dynamic 3D sound effects such as character footsteps.

Working with Packages

A major benefit to working with Unity3D is its ability to integrate new content easily through the use of the Asset Store making content such as 3D Models, Textures, Scripts and Audio easily available. Packages can be downloaded and shared from user to user, as well making asset integration simpler on projects.

  • Character Controllers: Demonstrate out of the box usage of player movement

Deploying your Project

Unity supports multiplatform development, with the idea of building once and deploying to many platforms such as Windows, Mac, Android and iOS. Publishing to as many platforms to help reach as many users as possible.

Optional

Working with Particles

Particles are used to generate many special effects in your game from fire, steam and explosions to unique in game effects like collecting items.

Working with Physics

  • Colliders
  • Triggers
  • Rigidbodies
  • Physics Materials
  • Joints

Terrain

Users will work through developing an interactive terrain using no external content demonstrating how flexible Unity can be.

  • Sculpting Terrain (Terrain Tools)
  • Texturing Terrain
  • Adding Foliage
  • Skyboxes
  • Water

About your trainers

Gavin McLaughlin

• Gavin is the CTO of Troll inc and head of R&D

• As part of Troll inc he has developed multiple apps and games and released these to market • He has a strong background in programming and skilled in all facets of game development

• He has also taught game development in the University of Ulster for the past 4 years

Darragh Lydon

• Darragh has a background in both game design and programming; and is a game designer and Programmer at Troll Inc.

• As part of Troll Inc he has developed multiple apps and games and released these to market.

• He has previous experience teaching both Mathematics and Game Development

Parking

There is no on-site parking available. Free parking is available at the Townhead Street car park which is almost beside the NRC. To access, drive past the NRC entrance and through the roundabout taking the second exit onto High Street. This is one-way and splits in two just after the town hall. Take the right fork, which doubles back into Townhead Street. Car park is on left, NRC is visible at the top of the street.