Simple 3D Car Game created in unity 3d pro. For small file-size, a 4k x 4k terrain is available. You can download and use all script code under CC.
This page is a repository for project files from the tutorials on my quill18creates YouTube channel. Make sure to subscribe there to never miss a tutorial. Also, if you like playing games you should also subscribe to my main quill18 channel.
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Questions?
Email: [email protected]. You can also tweet me at @quill18
License
This code is licensed under the MIT License. Basically, do whatever you want with it but don't blame me if it breaks. (Note that this does NOT give you the right to re-publish my tutorial videos.)
2d Tutorial: Space Shooter
Unity UI: Drag & Drop
Multiplayer First-Person Shooter Tutorial
Yes, that's right, multiplayer!
Part 1-13 covered:
- Building a level in Blender 3d
- Texturing and UV Mapping
- First-person character controller
- Photon Unity Networking, Cloud-based servers
- Matchmaking, room-creation, and joining
- Syncing character positions across the network
- Mecanim-based character animation (Running, Strafing, Jumping)
- Shooting, Taking Damage, and Dying
- Using RPC calls to broadcast events across the network
Added in Part 14-15 (Feb 25th, 2014):
- The start of a networked 'FX' system.
- How to procedurally generate sounds using BXFR.
- Basic shooting visual and sound effects. (Currently coming out of our foreheads.)
- Sounds (Including techniques for generating good sound effects using free tools)
Added in Part 16-17:
- Proper in-hand guns. Moving the shooting FX to the guns.
Coming soon:
- Health & Armor Pickups
- Moving platforms and elevators
- Teleporters
- Three basic weapon types: Sniper Rifle, Machine Gun, Rocket Launcher
- Multiple game modes: Deathmatch, Team Deathmatch, Capture the Flag
- AI bot programming basics (Pathfind around the map, grab pickups, shoot enemies.)
- Explosions! Projectiles! Particle effects!
2d Physics Game: Box Stacker (Perfect for mobile deviecs!)
Brick Game
- A complete game, from main menu to 'game over'
- 2d Graphics in Unity 3d
- Basic Collisions
- Basic Scripting
Simple First-Person Shooter
- FPS Camera
- FPS Controls and Mouse Look
- Lighting
- Shooting physics-enabled bullets
- Basic destructible enemies
Sound and Music
- 3d Positional Sounds
- 2d Sounds
- Music
Dynamic Sounds (Piano Game)
- An example of how to modify sound pitch and create virtual instruments
Destructible Objects
- Some simple modelling in Blender 3d
- Simple UV mapping & texturing
- Using the Fracture tool in Blender to create 'destroyed' objects
- Replacing objects in Unity 3d
- More complex physics collisions
Dynamically creating meshes/models (SimCity-style roads)
- Creating polygons in real-time in response to user input
- UV mapping & texturing
- Pathfinding discussions
A* Pathfinding for RTS/TD Games
- Simple terrain creation in Blender 3d
- Creating simple agents that can move around
- Quick A* pathfinding through a large map
AAA_FPS_GOTY: Complete Multiplayer FPS Shooter Game (Ludum Dare 26 - Theme: Minimalism)
- A complete game created in under 48 hours for Ludum Dare!
- First-Person Shooter
- 16-player Multiplayer via the Photon Unity Networking Cloud
- Bots that us A* pathfinding to navigate the level
- HUD, Powerups, Jumping
- Lighting, transparencies, shadows
- Animated Characters
- Baked Lightmaps
[Download partial project files] (Because of reasons, I can't include the complete Unity project as-is, but my personal source code is all included.)
TileMap Tutorial
- Generating tilemap meshes in Unity
- Vertices, Normals, Triangles, and UV coordinates
- Texturing
- Mouse functions
- Procedural terrain
- Procedural roguelike dungeons
2d Tutorial: ClonyBird
2d Platformer Example Project
Car/Vehicle Example Projects (using WheelColliders!)
Simple Scoreboard Tutorial
Infinite Scrolling Background
Civilization/Dungeon Tile Movement & Pathfinding
Simple Hex-Based Game Design [3d or 2d]
Making a Tower Defense Game in One Hour!
Sharing/Persisting Data Between Scenes!
Arcade-Style 2D Car Physics!
3 Ways to Indicate Selected Units
Fast & Easy Level Editor Technique for Platformers and RPGs!
This is a Car Simulation Game made on Unity to collect Labelled data for Haar Cascade Algorithm to run a Formula Student Driverless Prototype (Competition link : https://www.formulastudent.de/pr/news/details/article/autonomous-driving-at-formula-student-germany-2017/)
Required Software: Unity 3DFor first time users: Unity 3D is an open source GameEngine and runs on C# Scripting.You can download the latest version at https://unity3d.com/get-unity/download for free.
If you are experienced with Unity, create a new project, and import standard assets(Environmental, Utility)Log in to Unity's Asset Store(It can be assessed from the Unity itself) and download 'Traffic Cones'. You can download it from here: https://www.assetstore.unity3d.com/en/#!/content/34912 . This is a free asset in the asset store.
We will require a Running Car (3D Model) with Car Physics (Scripting) to run the game. There are many free and paid assets in the Asset Store. I have used 'Realistic Car Controller' from BoneCracker Games for its good car-physics accuracy. This is a paid asset and can be imported from here: https://www.assetstore.unity3d.com/en/#!/content/16296.
For building the track, we can either do it by adding them manually by downloading assets for making roads on the Asset Store. Another easier and less time-consuming way is to use the package 'RoadArchitect' made by MicroGSD(https://github.com/MicroGSD/RoadArchitect). I used this and it scales the process of buiding the track without writing any script for it. You can donwload the latest release of RoadArchitect from here: https://github.com/MicroGSD/RoadArchitect/releases(Download both the unity package and the source code). It also has DIY tutorials to learn how to use this package.
Once you have the prerequisites,Go to Menu -> Assets -> Import Package -> Custom Package. Go to the installed directory of Road Architect, select and import the Unity Package file. RoadArchitect will now show under 'Projects' on the main screen.Watch tutorials to build tracks, bridges, extrusions and edge objects. We mostly require Tutorial 1 to build this game. (https://www.youtube.com/watch?v=IR4lwbnuPVQ&t=170s)
I have made a cones boundary required for training by selecting a particular node, choosing 'Open Wizard -> Edge Objects -> Rigid/Static Cones'. It will create a boundary of cones till the next node. You can then change the cone placement on the track by using 'Horizonal Offset' in the Inspector once you select the starting node. For this project I required cones to be different for left and right side of the track so I selected 'Material Override' and picked my own colour(material) for one side of the cones(I picked the material from 'Traffic Cones' Free Asset donwloaded earlier).This was a bit tiresome, but it needs to be done for every node. For this reason, try to have as less nodes as possible for the track.In this way you can have desired cone placement and material as visible in the final game.
If you choose to go with Realistic Car Controller, you need to import the package from inside Unity. Once it is visible in the project window, go to Resources -> Vehicles and pick one vehicle you want to use(you can also use multiple vehicles but it requires scripting).Delete all cameras associated with the vehicleAlso delete Main cameraGo to Tools -> BoneCracker Games -> Realistic car controller -> Create -> Cameras -> Add RCC car to Scene.Place this camera under the vehicle model, then it becomes pivoted to the vehicle.
Check Transformations under Inspector and alter them to place it right at the driver viewing angle.
Click on the Vehicle under Hierarchy and use Transforms to place it on the road. Your game is not ready to run.
Check Transformations under Inspector and alter them to place it right at the driver viewing angle.
Click on the Vehicle under Hierarchy and use Transforms to place it on the road. Your game is not ready to run.
Unfortunately, I couldn't add the whole Unity Project here since Realistic Car Controller is in the Game folder and it is a paid asset. I have added the final project here. It is an executible file which runs without any libraries. Also, you can add a lot of other assets like traffic lights, traffic signs, particle systems etc.I chose not to add them since the whole purpose of making this is to collect trainig data for running Haar Cascade for the Formula Student Driverless Project. The images will be saved per frame and cropped cone images will be used as labelled data.
Part-2 will have running Haar Cascade classifier based on training data collected from this game. For any queries, contact me at [email protected]