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– Using Dictionaries to Link Data to Object Pools
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Classroom Contents
Unity 2D Pixel Art Tower Defense Game Tutorial - Complete Development from Scratch
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- 1 – Course Introduction and Project Overview
- 2 – Setting Up the Project and Art Assets
- 3 – Creating Game Objects and Using Transform
- 4 – Working with Prefabs for Reusable Assets
- 5 – Introduction to C# and MonoBehavior
- 6 – Creating a Path System with Waypoint Arrays
- 7 – Using OnDrawGizmos to Visualize the Path
- 8 – Enemy Setup and Basic Movement Logic
- 9 – Understanding Life Cycle Methods OnEnable, Awake
- 10 – Implementing Time.deltaTime for Consistent Speed
- 11 – Pathfinding: Moving Enemies from Waypoint to Waypoint
- 12 – Deactivating Enemies at the End of the Path
- 13 – Creating an Enemy Spawner
- 14 – Optimizing Performance with Object Pooling
- 15 – Building the Object Pooler Script
- 16 – Adding Multiple Enemy Types
- 17 – Data-Driven Design with Scriptable Objects
- 18 – Defining Enemy Waves with Wave Data
- 19 – Using Dictionaries to Link Data to Object Pools
- 20 – Creating Endless Wave Loops with Modulo
- 21 – Implementing the Observer Pattern for Events
- 22 – Adding Customizable Breaks Between Waves
- 23 – UI Setup: Displaying Wave Numbers with TextMeshPro
- 24 – Tracking and Displaying Player Lives
- 25 – Tower Defense: Adding and Configuring Towers
- 26 – Visualizing Tower Range with Colliders
- 27 – Physics and Collision Detection Rigidbody 2D
- 28 – Projectile Logic: Aiming and Shooting
- 29 – Managing Tower Damage and Health Scaling
- 30 – Creating Dynamic Health Bars
- 31 – Implementing Resource and Currency Systems
- 32 – Organizing Sorting Layers for 2D Rendering
- 33 – UI Panels: The Tower Selection Menu
- 34 – Detecting Clicks with the New Input System
- 35 – Pausing the Game with Time.timeScale
- 36 – Dynamic UI: Generating Tower Choice Cards
- 37 – Preventing Build Overlap and Resource Logic
- 38 – Coroutines: Displaying Temporary Warning Messages
- 39 – Game Speed Controls Slow, Normal, Fast Forward
- 40 – Creating the Pause and Main Menu Scenes
- 41 – Scene Management: Loading and Restarting Levels
- 42 – Implementing Game Over and Win Conditions
- 43 – Exporting and Building for Windows
- 44 – Advanced Persistence: Don't Destroy On Load
- 45 – Level Design: Creating Levels 2 and 3
- 46 – Audio Management: SFX and Background Music
- 47 – Mobile Development: Touch Controls and Simulator
- 48 – Adding Custom Fonts to the Entire UI
- 49 – Professional Level Design with Tilemaps
- 50 – Adding Visual Polish with Particle Systems
- 51 – WebGL: Publishing Your Game Online