In this tutorial, I go over the basics of creating prefabs. Prefabs are a very useful feature that will be an enormous benefit if you have multiple copies of an object. Things like changing one copy's color, components, scale and more can apply to the rest
In this tutorial, I go over the basics of spawning objects during a key press. We use what we learned in the last video by making a bullet prefab and we spawned that prefab whenever we pressed the space bar.
In this tutorial, I go over the basics of RigidBody components. We extend on the last video by using a RigidBody component in order to make our bullets move.
In this tutorial, I go over the basics of collision. I discuss how to set up a collider component. I discuss the Polygon collider in detail so we can trace our bullet and enemy objects. I also discuss how to destroy an object after a certain condition is met.
In this tutorial, I go over the basics of sprite sheet animation. I discuss setting up an animator controller, making sure you have the windows appearing on your workspace, and discuss animation/states.
Welcome to a new tutorial for the Game Algorithms series. In this tutorial, I will go over a concept that will be used to work on Pathing AI. This type of pathing AI is not path-finding where we need to go from point A to point B in the quickest way possible. Instead, this AI is used for a game object following a set of points known as a path. Examples of where this might be used is having a security guard patrol (looping path) between three or four entrances of a base.