├── .gitignore ├── Assets ├── Audio.meta ├── Audio │ ├── Death_Explosion_SFX.ogg │ ├── Death_Explosion_SFX.ogg.meta │ ├── Rocket_thruster_SFX.ogg │ ├── Rocket_thruster_SFX.ogg.meta │ ├── Wind_Ambiance.ogg │ ├── Wind_Ambiance.ogg.meta │ ├── Wind_Ambiance.prefab │ ├── Wind_Ambiance.prefab.meta │ ├── jingle_chime_03_positive.wav │ └── jingle_chime_03_positive.wav.meta ├── Directional Light.prefab ├── Directional Light.prefab.meta ├── Environments.meta ├── Environments │ ├── Backdrop.prefab │ ├── Backdrop.prefab.meta │ ├── Landing Pad.prefab │ ├── Landing Pad.prefab.meta │ ├── Launch Pad.prefab │ ├── Launch Pad.prefab.meta │ ├── Moving Obstacle (0).prefab │ ├── Moving Obstacle (0).prefab.meta │ ├── Obstacle.prefab │ ├── Obstacle.prefab.meta │ ├── Terrain.prefab │ └── Terrain.prefab.meta ├── Levels.meta ├── Levels │ ├── Darkness.unity │ ├── Darkness.unity.meta │ ├── Level 1.meta │ ├── Level 1 │ │ ├── LightingData.asset │ │ ├── LightingData.asset.meta │ │ ├── ReflectionProbe-0.exr │ │ └── ReflectionProbe-0.exr.meta │ ├── Level 2.meta │ ├── Level 2 │ │ ├── LightingData.asset │ │ ├── LightingData.asset.meta │ │ ├── ReflectionProbe-0.exr │ │ └── ReflectionProbe-0.exr.meta │ ├── U-turn.unity │ ├── U-turn.unity.meta │ ├── chompers.unity │ ├── chompers.unity.meta │ ├── easy gap.unity │ ├── easy gap.unity.meta │ ├── guantlet.unity │ ├── guantlet.unity.meta │ ├── thread needle.unity │ ├── thread needle.unity.meta │ ├── under over.unity │ └── under over.unity.meta ├── Light_Landing_Pad.prefab ├── Light_Landing_Pad.prefab.meta ├── Main Camera.prefab ├── Main Camera.prefab.meta ├── Materials.meta ├── Materials │ ├── Black.mat │ ├── Black.mat.meta │ ├── Blue.mat │ ├── Blue.mat.meta │ ├── Earth.mat │ ├── Earth.mat.meta │ ├── Flame.mat │ ├── Flame.mat.meta │ ├── Green.mat │ ├── Green.mat.meta │ ├── Red.mat │ ├── Red.mat.meta │ ├── Ship Metal.mat │ └── Ship Metal.mat.meta ├── Moving Obstacle.prefab ├── Moving Obstacle.prefab.meta ├── Oscillator.cs ├── Oscillator.cs.meta ├── Plugins.meta ├── Plugins │ ├── GitHub.meta │ └── GitHub │ │ ├── Editor.meta │ │ └── Editor │ │ ├── AsyncBridge.Net35.dll │ │ ├── AsyncBridge.Net35.dll.meta │ │ ├── ExtensionLoader.cs │ │ ├── ExtensionLoader.cs.meta │ │ ├── GitHub.Api.45.dll │ │ ├── GitHub.Api.45.dll.mdb │ │ ├── GitHub.Api.45.dll.mdb.meta │ │ ├── GitHub.Api.45.dll.meta │ │ ├── GitHub.Api.45.pdb.meta │ │ ├── GitHub.Api.dll │ │ ├── GitHub.Api.dll.mdb │ │ ├── GitHub.Api.dll.mdb.meta │ │ ├── GitHub.Api.dll.meta │ │ ├── GitHub.Api.pdb.meta │ │ ├── GitHub.Logging.dll │ │ ├── GitHub.Logging.dll.mdb │ │ ├── GitHub.Logging.dll.mdb.meta │ │ ├── GitHub.Logging.dll.meta │ │ ├── GitHub.Logging.pdb.meta │ │ ├── GitHub.Unity.45.dll │ │ ├── GitHub.Unity.45.dll.mdb │ │ ├── GitHub.Unity.45.dll.mdb.meta │ │ ├── GitHub.Unity.45.dll.meta │ │ ├── GitHub.Unity.45.pdb.meta │ │ ├── GitHub.Unity.dll │ │ ├── GitHub.Unity.dll.mdb │ │ ├── GitHub.Unity.dll.mdb.meta │ │ ├── GitHub.Unity.dll.meta │ │ ├── GitHub.Unity.pdb.meta │ │ ├── GitHub.UnityShim.dll │ │ ├── GitHub.UnityShim.dll.mdb │ │ ├── GitHub.UnityShim.dll.mdb.meta │ │ ├── GitHub.UnityShim.dll.meta │ │ ├── GitHub.UnityShim.pdb.meta │ │ ├── Mono.Posix.dll │ │ ├── Mono.Posix.dll.meta │ │ ├── QuickGuide.pdf │ │ ├── QuickGuide.pdf.meta │ │ ├── ReadOnlyCollectionsInterfaces.dll │ │ ├── ReadOnlyCollectionsInterfaces.dll.meta │ │ ├── System.Threading.dll │ │ ├── System.Threading.dll.meta │ │ ├── UnityAPIWrapper.cs │ │ ├── UnityAPIWrapper.cs.meta │ │ ├── big-logo@2x.png │ │ ├── big-logo@2x.png.meta │ │ ├── credits.txt │ │ ├── credits.txt.meta │ │ ├── eula.txt │ │ ├── eula.txt.meta │ │ ├── libsfw.bundle │ │ ├── libsfw.bundle.meta │ │ ├── libsfw.so │ │ ├── libsfw.so.meta │ │ ├── sfw.net.dll │ │ ├── sfw.net.dll.meta │ │ ├── x64.meta │ │ ├── x64 │ │ ├── pthreadVC2.dll │ │ ├── pthreadVC2.dll.meta │ │ ├── sfw_x64.dll │ │ └── sfw_x64.dll.meta │ │ ├── x86.meta │ │ └── x86 │ │ ├── pthreadVC2.dll │ │ ├── pthreadVC2.dll.meta │ │ ├── sfw_x86.dll │ │ └── sfw_x86.dll.meta ├── Rocket Ship.prefab ├── Rocket Ship.prefab.meta ├── Rocket.cs ├── Rocket.cs.meta ├── Spotlight (1).prefab ├── Spotlight (1).prefab.meta ├── Spotlight.prefab ├── Spotlight.prefab.meta ├── Success Particles 1.prefab ├── Success Particles 1.prefab.meta ├── Success Particles.prefab └── Success Particles.prefab.meta ├── LICENSE ├── Logs └── Packages-Update.log ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | /Assets/AssetStoreTools* 7 | 8 | # Visual Studio 2015 cache directory 9 | /.vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | 26 | # Unity3D generated meta files 27 | *.pidb.meta 28 | 29 | # Unity3D Generated File On Crash Reports 30 | sysinfo.txt 31 | 32 | # Builds 33 | *.apk 34 | *.unitypackage -------------------------------------------------------------------------------- /Assets/Audio.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d729a2a8399f27244b03dc9556b22d81 3 | folderAsset: yes 4 | timeCreated: 1508855934 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | 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202 | m_Material: {fileID: 0} 203 | m_IsTrigger: 0 204 | m_Enabled: 1 205 | serializedVersion: 2 206 | m_Size: {x: 1, y: 1, z: 1} 207 | m_Center: {x: 0, y: 0, z: 0} 208 | -------------------------------------------------------------------------------- /Assets/Moving Obstacle.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7c712204cac2d7747b036db5a9299218 3 | timeCreated: 1509054199 4 | licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 100100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Oscillator.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | [DisallowMultipleComponent] 6 | public class Oscillator : MonoBehaviour { 7 | 8 | [SerializeField] Vector3 movementVector = new Vector3(10f, 10f, 10f); 9 | [SerializeField] float period = 2f; 10 | [SerializeField] float movementOffset = 0.5f; 11 | 12 | float movementFactor; // 0 for not moved, 1 for fully moved. 13 | Vector3 startingPos; 14 | 15 | // Use this for initialization 16 | void Start () { 17 | startingPos = transform.position; 18 | } 19 | 20 | // Update is called once per frame 21 | void Update () { 22 | if (period <= Mathf.Epsilon) { return; } // protect against period is zero 23 | float cycles = Time.time / period; // grows continually from 0 24 | 25 | const float tau = Mathf.PI * 2f; // about 6.28 26 | float rawSinWave = Mathf.Sin(cycles * tau); // goes from -1 to +1 27 | 28 | movementFactor = rawSinWave / 2f + movementOffset; 29 | Vector3 offset = movementFactor * movementVector; 30 | transform.position = startingPos + offset; 31 | } 32 | } 33 | -------------------------------------------------------------------------------- /Assets/Oscillator.cs.meta: 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assetBundleName: 34 | assetBundleVariant: 35 | -------------------------------------------------------------------------------- /Assets/Plugins/GitHub/Editor/ExtensionLoader.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | using UnityEngine; 3 | using System.IO; 4 | using System; 5 | 6 | namespace GitHub.Unity 7 | { 8 | [InitializeOnLoad] 9 | public class ExtensionLoader : ScriptableSingleton 10 | { 11 | [SerializeField] private bool initialized = true; 12 | 13 | public bool Initialized 14 | { 15 | get 16 | { 17 | return initialized; 18 | } 19 | set 20 | { 21 | initialized = value; 22 | Save(true); 23 | } 24 | } 25 | 26 | private static bool inSourceMode = false; 27 | private const string sourceModePath = "Assets/Editor/build/"; 28 | private const string realPath = "Assets/Plugins/GitHub/Editor/"; 29 | 30 | private static string[] assemblies20 = { "System.Threading.dll", "AsyncBridge.Net35.dll", "ReadOnlyCollectionsInterfaces.dll", "GitHub.Api.dll", "GitHub.Unity.dll" }; 31 | private static string[] assemblies45 = { "GitHub.Api.45.dll", "GitHub.Unity.45.dll" }; 32 | 33 | private const string GITHUB_UNITY_DISABLE = "GITHUB_UNITY_DISABLE"; 34 | private static bool IsDisabled { get { return Environment.GetEnvironmentVariable(GITHUB_UNITY_DISABLE) == "1"; } } 35 | 36 | static ExtensionLoader() 37 | { 38 | if (IsDisabled) 39 | { 40 | return; 41 | } 42 | EditorApplication.update += Initialize; 43 | } 44 | 45 | private static void Initialize() 46 | { 47 | EditorApplication.update -= Initialize; 48 | 49 | // we're always doing this right now because if the plugin gets updated all the meta files will be disabled and we need to re-enable them 50 | // we should probably detect if our assets change and re-run this instead of doing it every time 51 | //if (!ExtensionLoader.instance.Initialized) 52 | { 53 | var scriptPath = Path.Combine(Application.dataPath, "Editor" + Path.DirectorySeparatorChar + "GitHub.Unity" + Path.DirectorySeparatorChar + "EntryPoint.cs"); 54 | inSourceMode = File.Exists(scriptPath); 55 | ToggleAssemblies(); 56 | //ExtensionLoader.instance.Initialized = true; 57 | AssetDatabase.SaveAssets(); 58 | } 59 | 60 | } 61 | 62 | private static void ToggleAssemblies() 63 | { 64 | var path = inSourceMode ? sourceModePath : realPath; 65 | #if NET_4_6 66 | ToggleAssemblies(path, assemblies20, false); 67 | ToggleAssemblies(path, assemblies45, true); 68 | #else 69 | ToggleAssemblies(path, assemblies45, false); 70 | ToggleAssemblies(path, assemblies20, true); 71 | #endif 72 | } 73 | 74 | private static void ToggleAssemblies(string path, string[] assemblies, bool enable) 75 | { 76 | foreach (var file in assemblies) 77 | { 78 | var filepath = path + file; 79 | PluginImporter importer = AssetImporter.GetAtPath(filepath) as PluginImporter; 80 | if (importer == null) 81 | { 82 | Debug.LogFormat("GitHub for Unity: Could not find importer for {0}. 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/Assets/Plugins/GitHub/Editor/System.Threading.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/CompleteUnityDeveloper2/3_Project_Boost/94995134754c3de53e7b14abd2df0263065e6228/Assets/Plugins/GitHub/Editor/System.Threading.dll -------------------------------------------------------------------------------- /Assets/Plugins/GitHub/Editor/System.Threading.dll.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 790749ba7e4b18141953e39cb13f1b79 3 | timeCreated: 1491392717 4 | licenseType: Store 5 | PluginImporter: 6 | serializedVersion: 2 7 | iconMap: {} 8 | executionOrder: {} 9 | isPreloaded: 0 10 | isOverridable: 0 11 | platformData: 12 | data: 13 | first: 14 | Any: 15 | second: 16 | enabled: 0 17 | settings: {} 18 | data: 19 | first: 20 | Editor: Editor 21 | second: 22 | enabled: 0 23 | settings: 24 | DefaultValueInitialized: true 25 | data: 26 | first: 27 | Windows Store Apps: WindowsStoreApps 28 | second: 29 | enabled: 0 30 | settings: 31 | CPU: AnyCPU 32 | userData: 33 | assetBundleName: 34 | assetBundleVariant: 35 | -------------------------------------------------------------------------------- /Assets/Plugins/GitHub/Editor/UnityAPIWrapper.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | using UnityEngine; 3 | using System.IO; 4 | using System; 5 | 6 | namespace GitHub.Unity 7 | { 8 | [InitializeOnLoad] 9 | public class UnityAPIWrapper : ScriptableSingleton 10 | { 11 | static UnityAPIWrapper() 12 | { 13 | #if UNITY_2018_2_OR_NEWER 14 | Editor.finishedDefaultHeaderGUI += editor => { 15 | UnityShim.Raise_Editor_finishedDefaultHeaderGUI(editor); 16 | }; 17 | #endif 18 | } 19 | } 20 | } -------------------------------------------------------------------------------- /Assets/Plugins/GitHub/Editor/UnityAPIWrapper.cs.meta: 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https://raw.githubusercontent.com/CompleteUnityDeveloper2/3_Project_Boost/94995134754c3de53e7b14abd2df0263065e6228/Assets/Plugins/GitHub/Editor/credits.txt -------------------------------------------------------------------------------- /Assets/Plugins/GitHub/Editor/credits.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0188ec438976e5849b40a2c1ce5f20f9 3 | timeCreated: 1491603973 4 | licenseType: Store 5 | TextScriptImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Plugins/GitHub/Editor/eula.txt: -------------------------------------------------------------------------------- 1 | END-USER LICENSE AGREEMENT 2 | 3 | This End-User License Agreement (EULA) is a legal agreement between you (either as an individual or on behalf of an entity) and GitHub, Inc. regarding your use of GitHub® for Unity, and associated documentation (the "Software"). 4 | 5 | IF YOU DO NOT AGREE TO ALL OF THE TERMS OF THIS EULA, DO NOT INSTALL, USE OR COPY THE SOFTWARE. 6 | 7 | SUMMARY 8 | 9 | • You must agree to all of the terms of this EULA to use this Software. 10 | • If so, you may use the Software for free and for any lawful purpose. 11 | • This Software automatically communicates with GitHub servers 12 | for two reasons: (1) to send error reports; and 13 | (2) to send anonymized usage information. You can view 14 | sample data to see what information is sent, and you may opt out of 15 | sending the anonymized usage data. 16 | • This Software is provided "as-is" with no warranties, and you agree 17 | that GitHub is not liable for anything you do with it. 18 | • You really ought to just go ahead and read the whole EULA. 19 | It's not all that long. You should not only rely on this summary. 20 | 21 | THE AGREEMENT 22 | 23 | By downloading, installing, using, or copying the Software, you accept and agree to be bound by the terms of this EULA. If you do not agree to all of the terms of this EULA, you may not download, install, use or copy the Software. 24 | 25 | THE LICENSE 26 | 27 | This EULA entitles you to install as many copies of the Software as you want, and use the Software for any lawful purpose consistent with this EULA. Your license to use the Software is expressly conditioned upon your agreement to all of the terms of this EULA. This software is licensed, not sold. GitHub reserves all other rights not granted by this EULA. 28 | 29 | THE RESTRICTIONS 30 | 31 | 1. When using the Software you must use it in a manner that complies 32 | with the applicable laws in the jurisdiction(s) in which you use the 33 | Software. 34 | 35 | 2. You may not sell, resell, rent, lease or exchange the Software for 36 | anything of value. 37 | 38 | 3. You may redistribute the software, but it must include this EULA 39 | and you may not repackage or bundle the Software with any 40 | other software. 41 | 42 | 4. You may not remove or alter any proprietary notices or marks on 43 | the Software. 44 | 45 | PRIVACY NOTICES 46 | 47 | The Software automatically communicates with GitHub servers for two purposes: (1) sending error reports; and (2) sending anonymized usage data so we may improve the Software. If you would like to learn more about the specific information we send, please visit https://unity.github.com/samples.html. You may opt out of sending the anonymized usage data, but if you do not want the Software to send error reports, you must uninstall the Software. 48 | 49 | 1. ERROR REPORTS. In order to help us improve the Software, when the 50 | Software encounters certain errors, it will automatically send some 51 | information to GitHub about the error (as described at the URL 52 | above). 53 | This feature may not be disabled. If you do not want to send error 54 | reports to GitHub, you must uninstall the Software. 55 | 56 | 2. ANONYMIZED USAGE DATA. GitHub collects anonymized data about 57 | your usage of the Software to help us make it more awesome. 58 | Approximately once a day the Software sends such data 59 | (as described in more detail at the URL above) to GitHub's servers. 60 | If you do not want to send anonymized usage data to GitHub, 61 | you may opt out by changing your settings in the 62 | Settings dialog under the GitHub dialog. 63 | 64 | OPEN-SOURCE NOTICES 65 | 66 | Certain components of the Software may be subject to open-source software licenses ("Open-Source Components"), which means any software license approved as open-source licenses by the Open Source Initiative or any substantially similar licenses, including without limitation any license that, as a condition of distribution of the software licensed under such license, requires that the distributor make the software available in source code format. If you would like to see copies of the licenses applicable to the Open-Source Components, see CREDITS.txt. 67 | 68 | To the extent there is conflict between the license terms covering the Open-Source Components and this EULA, the terms of such licenses will apply in lieu of the terms of this EULA. To the extent the terms of the licenses applicable to Open-Source Components prohibit any of the restrictions in this Agreement with respect to such Open-Source Component, such restrictions will not apply to such Open-Source Component. To the extent the terms of the licenses applicable to Open-Source Components require Licensor to make an offer to provide source code in connection with the Product, such offer is hereby made, and you may exercise it by contacting support@github.com 69 | 70 | INTELLECTUAL PROPERTY NOTICES 71 | 72 | The Software and all worldwide copyrights, trade secrets, and other intellectual property rights therein are the exclusive property of GitHub. GitHub reserves all rights in and to the Software not expressly granted to you in this EULA. 73 | 74 | GitHub®, Atom™, their stylized versions and the Invertocat® are GitHub's Trademarks or registered Trademarks. You agree not to display or use these trademarks in any manner without GitHub's prior, written permission, except as allowed by GitHub's Logos and Usage Policy: https://github.com/logos. 75 | 76 | DISCLAIMERS AND LIMITATIONS ON LIABILITY 77 | 78 | THE SOFTWARE IS PROVIDED ON AN "AS IS" BASIS, AND NO WARRANTY, EITHER EXPRESS OR IMPLIED, IS GIVEN. YOUR USE OF THE SOFTWARE IS AT YOUR SOLE RISK. GitHub does not warrant that (i) the Software will meet your specific requirements; (ii) the Software is fully compatible with any particular platform; (iii) your use of the Software will be uninterrupted, timely, secure, or error-free; (iv) the results that may be obtained from the use of the Software will be accurate or reliable; (v) the quality of any products, services, information, or other material purchased or obtained by you through the Software will meet your expectations; or (vi) any errors in the Software will be corrected. 79 | 80 | YOU EXPRESSLY UNDERSTAND AND AGREE THAT GITHUB SHALL NOT BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, CONSEQUENTIAL OR EXEMPLARY DAMAGES, INCLUDING BUT NOT LIMITED TO, DAMAGES FOR LOSS OF PROFITS, GOODWILL, USE, DATA OR OTHER INTANGIBLE LOSSES (EVEN IF GITHUB HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES) RELATED TO THE SOFTWARE, including, for example: (i) the use or the inability to use the Software; (ii) the cost of procurement of substitute goods and services resulting from any goods, data, information or services purchased or obtained or messages received or transactions entered into through or from the Software; (iii) unauthorized access to or alteration of your transmissions or data; (iv) statements or conduct of any third-party on the Software; (v) or any other matter relating to the Software. 81 | 82 | GitHub reserves the right at any time and from time to time to modify or discontinue, temporarily or permanently, the Software (or any part thereof) with or without notice. GitHub shall not be liable to you or to any third-party for any modification, price change, suspension or discontinuance of the Software. 83 | 84 | MISCELLANEA 85 | 86 | 1. If you configure the Software to work with one or more accounts 87 | on the GitHub.com website or with an instance of GitHub Enterprise, 88 | your use of the Software will also be governed by the GitHub.com 89 | website Terms of Service and/or the license agreement applicable to 90 | your instance of GitHub Enterprise. 91 | 92 | 2. The failure of GitHub to exercise or enforce any right or provision 93 | of this EULA shall not constitute a waiver of such right or provision. 94 | 95 | 3. This EULA constitutes the entire agreement between you and GitHub 96 | and governs your use of the Software, superseding any prior 97 | agreements between you and GitHub (including, but not limited to, 98 | any prior versions of the EULA). 99 | 100 | 4. You agree that this EULA and your use of the Software are governed 101 | under California law and any dispute related to the Software must 102 | be brought in a tribunal of competent jurisdiction located in or 103 | near San Francisco, California. 104 | 105 | 5. Please send any questions about this EULA to support@github.com. 106 | -------------------------------------------------------------------------------- /Assets/Plugins/GitHub/Editor/eula.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 136dc24f151211d438acee17aff4e934 3 | timeCreated: 1491603974 4 | licenseType: Store 5 | TextScriptImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Plugins/GitHub/Editor/libsfw.bundle: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/CompleteUnityDeveloper2/3_Project_Boost/94995134754c3de53e7b14abd2df0263065e6228/Assets/Plugins/GitHub/Editor/libsfw.bundle -------------------------------------------------------------------------------- /Assets/Plugins/GitHub/Editor/libsfw.bundle.meta: 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-------------------------------------------------------------------------------- /Assets/Rocket Ship.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b50165df3e0f64bd38ace19f08d56c9d 3 | timeCreated: 1508160269 4 | licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 100100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Rocket.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using UnityEngine.SceneManagement; 4 | 5 | public class Rocket : MonoBehaviour 6 | { 7 | [SerializeField] float rcsThrust = 100f; 8 | [SerializeField] float mainThrust = 100f; 9 | [SerializeField] float levelLoadDelay = 2f; 10 | 11 | [SerializeField] AudioClip mainEngine; 12 | [SerializeField] AudioClip success; 13 | [SerializeField] AudioClip death; 14 | 15 | [SerializeField] ParticleSystem mainEngineParticles; 16 | [SerializeField] ParticleSystem successParticles; 17 | [SerializeField] ParticleSystem deathParticles; 18 | 19 | Rigidbody rigidBody; 20 | AudioSource audioSource; 21 | 22 | bool isTransitioning = false; 23 | bool collisionsDisabled = false; 24 | 25 | // Use this for initialization 26 | void Start() 27 | { 28 | rigidBody = GetComponent(); 29 | audioSource = GetComponent(); 30 | } 31 | 32 | // Update is called once per frame 33 | void Update() 34 | { 35 | if (!isTransitioning) 36 | { 37 | RespondToThrustInput(); 38 | RespondToRotateInput(); 39 | } 40 | if (Debug.isDebugBuild) 41 | { 42 | RespondToDebugKeys(); 43 | } 44 | } 45 | 46 | private void RespondToDebugKeys() 47 | { 48 | if (Input.GetKeyDown(KeyCode.L)) 49 | { 50 | LoadNextLevel(); 51 | } 52 | else if (Input.GetKeyDown(KeyCode.C)) 53 | { 54 | collisionsDisabled = !collisionsDisabled; // toggle 55 | } 56 | } 57 | 58 | void OnCollisionEnter(Collision collision) 59 | { 60 | if (isTransitioning || collisionsDisabled) { return; } 61 | 62 | switch (collision.gameObject.tag) 63 | { 64 | case "Friendly": 65 | // do nothing 66 | break; 67 | case "Finish": 68 | StartSuccessSequence(); 69 | break; 70 | default: 71 | StartDeathSequence(); 72 | break; 73 | } 74 | } 75 | 76 | private void StartSuccessSequence() 77 | { 78 | isTransitioning = true; 79 | audioSource.Stop(); 80 | audioSource.PlayOneShot(success); 81 | successParticles.Play(); 82 | Invoke("LoadNextLevel", levelLoadDelay); 83 | } 84 | 85 | private void StartDeathSequence() 86 | { 87 | isTransitioning = true; 88 | audioSource.Stop(); 89 | audioSource.PlayOneShot(death); 90 | deathParticles.Play(); 91 | Invoke("LoadFirstLevel", levelLoadDelay); 92 | } 93 | 94 | private void LoadNextLevel() 95 | { 96 | int currentSceneIndex = SceneManager.GetActiveScene().buildIndex; 97 | int nextSceneIndex = currentSceneIndex + 1; 98 | if (nextSceneIndex == SceneManager.sceneCountInBuildSettings) 99 | { 100 | nextSceneIndex = 0; // loop back to start 101 | } 102 | SceneManager.LoadScene(nextSceneIndex); 103 | } 104 | 105 | private void LoadFirstLevel() 106 | { 107 | SceneManager.LoadScene(0); 108 | } 109 | 110 | private void RespondToThrustInput() 111 | { 112 | if (Input.GetKey(KeyCode.Space)) // can thrust while rotating 113 | { 114 | ApplyThrust(); 115 | } 116 | else 117 | { 118 | StopApplyingThrust(); 119 | } 120 | } 121 | 122 | private void StopApplyingThrust() 123 | { 124 | audioSource.Stop(); 125 | mainEngineParticles.Stop(); 126 | } 127 | 128 | private void ApplyThrust() 129 | { 130 | rigidBody.AddRelativeForce(Vector3.up * mainThrust * Time.deltaTime); 131 | if (!audioSource.isPlaying) // so it doesn't layer 132 | { 133 | audioSource.PlayOneShot(mainEngine); 134 | } 135 | mainEngineParticles.Play(); 136 | } 137 | 138 | private void RespondToRotateInput() 139 | { 140 | if (Input.GetKey(KeyCode.A)) 141 | { 142 | RotateManually(rcsThrust * Time.deltaTime); 143 | } 144 | else if (Input.GetKey(KeyCode.D)) 145 | { 146 | RotateManually(-rcsThrust * Time.deltaTime); 147 | } 148 | } 149 | 150 | private void RotateManually(float rotationThisFrame) 151 | { 152 | rigidBody.freezeRotation = true; // take manual control of rotation 153 | transform.Rotate(Vector3.forward * rotationThisFrame); 154 | rigidBody.freezeRotation = false; // resume physics control of rotation 155 | } 156 | } -------------------------------------------------------------------------------- /Assets/Rocket.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4fe84a1dd65fc45af9da8e6eed4ca801 3 | timeCreated: 1508107046 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | 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licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 100100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Success Particles.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bb85dda163412634e9d46dab1957b235 3 | timeCreated: 1509048580 4 | licenseType: Free 5 | NativeFormatImporter: 6 | mainObjectFileID: 100100000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2017 EmbraceIT Ltd. trading as GameDev.tv 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Logs/Packages-Update.log: -------------------------------------------------------------------------------- 1 | 2 | === Sun Jul 14 22:09:15 2019 3 | 4 | Packages were changed. 5 | Update Mode: resetToDefaultDependencies 6 | 7 | The following packages were added: 8 | com.unity.textmeshpro@2.0.1 9 | com.unity.collab-proxy@1.2.16 10 | com.unity.ext.nunit@1.0.0 11 | com.unity.test-framework@1.0.16 12 | com.unity.timeline@1.1.0 13 | com.unity.ide.vscode@1.0.7 14 | com.unity.ide.visualstudio@1.0.11 15 | com.unity.ide.rider@1.0.8 16 | com.unity.ugui@1.0.0 17 | com.unity.modules.ai@1.0.0 18 | com.unity.modules.animation@1.0.0 19 | 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"com.unity.modules.director": "1.0.0", 19 | "com.unity.modules.imageconversion": "1.0.0", 20 | "com.unity.modules.imgui": "1.0.0", 21 | "com.unity.modules.jsonserialize": "1.0.0", 22 | "com.unity.modules.particlesystem": "1.0.0", 23 | "com.unity.modules.physics": "1.0.0", 24 | "com.unity.modules.physics2d": "1.0.0", 25 | "com.unity.modules.screencapture": "1.0.0", 26 | "com.unity.modules.terrain": "1.0.0", 27 | "com.unity.modules.terrainphysics": "1.0.0", 28 | "com.unity.modules.tilemap": "1.0.0", 29 | "com.unity.modules.ui": "1.0.0", 30 | "com.unity.modules.uielements": "1.0.0", 31 | "com.unity.modules.umbra": "1.0.0", 32 | "com.unity.modules.unityanalytics": "1.0.0", 33 | "com.unity.modules.unitywebrequest": "1.0.0", 34 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 35 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 36 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 37 | "com.unity.modules.unitywebrequestwww": "1.0.0", 38 | "com.unity.modules.vehicles": 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-------------------------------------------------------------------------------- /ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | 2 | ## Background 3 | This is the [Complete Unity C# Developer 3D](http://gdev.tv/cu2github), the long-awaited sequel to the [Complete Unity C# Developer 2D](http://gdev.tv/cudgithub) - one of the most successful e-learning courses on the internet! Completely re-worked from scratch with brand-new projects, our latest teaching techniques,. You will benefit from the fact we have already taught over 350,000 students game development, many shipping commercial games as a result. 4 | 5 | You're welcome to download, fork or do whatever else legal with all the files! The real value is in our huge, high-quality online tutorials that accompany this repo. You can check out the course here: [Complete Unity C# Developer 3D](http://gdev.tv/cu2github) 6 | 7 | ## Project Pre-requisites 8 | In order to start this section you should have either finished [the previous section of this course](https://github.com/CompleteUnityDeveloper2/2_Terminal_Hacker), or be able to complete it's learning outcomes. 9 | 10 | # Project 3 - Project Boost 11 | This is a game inspired by the 1986 classic Thrust. The goal is to battle gravity and avoid obstacles to skillfully pilot your ship from a launch pad to a landing pad. A simple concept with a huge array of gameplay opportunities. 12 | 13 | ## This Project's Learning Outcomes 14 | Basic Particle Effects. Local version control. Create C# scripts. Add Unity Components. Use coordinate systems, origins and anchor points. Create and maniplulate Unity prefabs. Do basic level design. (Ref: PB_CU2) 15 | 16 | ## How To Build / Compile 17 | This is a Unity project. If you're familiar with source control, then "clone this repo". Otherwise download the contents, and navigate to `Assets > Levels` then open any `.unity` file. 18 | 19 | This branch is the course branch, each commit corresponds to a lecture in the course. The current state is our latest progress. 20 | 21 | ## Video List / Curriculum 22 | Here are the video lectures that comprise this section. They are typically about 5-15 minutes long, and each commit contains the exact changes made to the project by the instructor in that video. 23 | 24 | ### 1 Welcome To Section 3 ### 25 | 1. This game is based on the old classic Thrust. 26 | 2. We'll be using Unity's physics engine. 27 | 3. Rick will be teaching design. 28 | 29 | ### 2 Project Boost Game Design ### 30 | 1. This game is based on the old classic Thrust. 31 | 2. We'll be using Unity's physics engine. 32 | 3. Rick will be teaching design. 33 | 34 | ### 3 Onion Design ### 35 | 1. Common game design challenges that we need to resolve. 36 | 2. What is onion design and how are we using it to inform priorities for developing our game. 37 | 38 | ### 4 Introducing Version Control ### 39 | 1. About version control and why we care. 40 | 2. How version control helps with game development. 41 | 3. Setting up Git and SourceTree with Unity. 42 | 43 | ### 5 Add Unity `.gitignore` Easily ### 44 | 1. What a `.gitignore` file is. 45 | 2. Unity's `Library` folder is a cache. 46 | 3. How to easily add a Unity `.gitignore`. 47 | 48 | ### 6 The Origin Of Our World ### 49 | 1. Which axis is right, forward and up in Unity. 50 | 2. Everything should be prefabbed. 51 | 3. How to create a material. 52 | 4. Setting our world origin. 53 | 54 | ### 7 Placeholder Art From Primitives ### 55 | 1. Guidelines for setting up compound game objects. 56 | 2. Using primitive shapes to create placeholder art. 57 | 3. Creating our first rocket ship! 58 | 59 | ### 8 Basic Input Binding ### 60 | 1. How to read direct from keys. 61 | 2. Testing key logic with the Console. 62 | 3. Preparing to launch our ship. 63 | 64 | ### 9 Physics and Rigidbodies ### 65 | 1. How to access a rigid body in Unity 2017. 66 | 2. Using `AddRelativeForce()`. 67 | 3. Adjusting mass to get our ship hovering! 68 | 69 | ### 9b Coordinate System Handedness ### 70 | 1. Some things in 2D and 3D have handedness. 71 | 2. This is important when making computer games (and drugs). 72 | 3. How to use your hands to predict rotations. 73 | 74 | ### 10 Using Time.deltaTime ### 75 | 1. Using a "Play Mode Tint". 76 | 2. How to make things frame-rate independent. 77 | 3. Using 'Time.deltaTime' to predict frame time. 78 | 4. Getting our ship rotating in space. 79 | 80 | ### 10b Instructor Hangout 3.1 ### 81 | 1. Why Git rather than Unity Collab (Jason). 82 | 2. Clarifying the handedness rule finger order. 83 | 3. Struggling SourceTree on Mac? Forum (Frank). 84 | 4. How to re-centre pivot point on rocket (Rory). 85 | 5. Adding box collider to odd shaped rocket (Andy). 86 | 6. Adding [Prefix] to Q&A question and comments. 87 | 7. Mad How Disease, and that 1000y old text! 88 | 89 | ### 11 Adding A Touch Of Audio ### 90 | 1. There's an Audio Listener on the Main Camera. 91 | 2. An Audio Source component makes sounds. 92 | 3. How to create and attach an Audio Clip. 93 | 4. Making sounds when the rocket thrutsts. 94 | 95 | ### 12 Resolving Movement Bugs ### 96 | 1. A minor code refactor. 97 | 2. Update our ship prefab. 98 | 3. Create new gameplay platforms. 99 | 4. Use Rigid Body Constraints. 100 | 5. Using `rigidBody.freezeRotation = true` 101 | 6. Adding some Drag to our ship. 102 | 103 | ### 13 Using SerializeField vs public ### 104 | 1. Multiply a vector by a float to change length. 105 | 2. `SerializeField` vs `public` to expose to Inspector. 106 | 3. Creating design "levers". 107 | 4. Tweaking our rocket movement. 108 | 109 | ### 14 Tagging Game Objects As Friendly ### 110 | 1. The pros and cons of using tags in Unity. 111 | 2. How to use `OnCollisionEnter()`. 112 | 3. Differentiating between collisions. 113 | 114 | ### 15 Basic Level Design ### 115 | 1. Tweak our camera to suit our design intention. 116 | 2. Design a simple game moment to form the basis of our level. 117 | 3. Add a backdrop. 118 | 119 | ### 16 Design Levers And Tuning ### 120 | 1. What design levers do we currently have at our disposal? 121 | 2. Some examples of extreme tuning. 122 | 123 | ### 17 Making A Second Level ### 124 | 1. Improving the look of our current level. 125 | 2. Creating a new scene to create a new level. 126 | 127 | ### 18 Prefabs In Detail ### 128 | 1. Understanding what happens when a new prefab is created. 129 | 2. Exploring when an instance gets changed if a prefab is updated. 130 | 3. Adding a landing pad prefab. 131 | 132 | ### 19 Level Loading & Scene Management ### 133 | 1. How to add scenes to the build order. 134 | 2. About the build index vs the scene name. 135 | 3. Why we need `using UnityEngine.SceneManagement`. 136 | 4. Using `SceneManager.LoadScene()` 137 | 138 | ### 20 Invoke() As A Coroutine Warm-up ### 139 | 1. How to fix scene getting dark on level load. 140 | 2. Creating an `enum` for our player state. 141 | 3. Using Unity's `Invoke()` to delay load. 142 | 143 | ### 20b Instructor Hangout 3.2 ### 144 | 1. Abrupt sound stopping issue (thanks Gregory). 145 | 1. Care of differences in Debug mode (thanks Jeff). 146 | 1. Side-effect in FreezeRotation + code reviews (Jeff). 147 | 1. Well done Morgaine for 1st screen recording! 148 | 1. Curtis & Robert re “too slick for neophytes”. 149 | 1. Default values & [SerializeField] (Mitchell) 150 | 1. Frame-rate & FixedUpdate (Straesso). 151 | 1. Tip about solid background (Manuel). 152 | 1. Loving the levels on forum (resources). 153 | 1. Keep engaging even if it’s all clear! 154 | 155 | ### 21 Playing Multiple Audio Clips ### 156 | 1. You don't need a default audio clip on a source. 157 | 2. Use `[SerializeField] AudioClip clipName` to expose a clip. 158 | 3. Use `audioSource.PlayOneShot(clipName)` to play. 159 | 4. How to handle multiple audio clips. 160 | 161 | ### 22 Introducing Particle Effects ### 162 | 1. What a particle effect is. 163 | 2. How we designate which effect to play. 164 | 3. Using `ParticleSystem.Play()` to trigger effect. 165 | 166 | ### 23 Moving Platform Pattern ### 167 | 1. Using `[DisallowMultipleComponent]` attribute. 168 | 2. Using `[Range(0,1)]` attribute. 169 | 3. A pattern for moving platforms. 170 | 171 | ### 24 Mathf.Sin() For Movement Cycles ### 172 | 1. How to initialise a `Vector3`. 173 | 2. Using `Mathf.Sin()` for oscillation. 174 | 3. Getting your offsets right. 175 | 4. Making thrust frame-rate independent. 176 | 177 | ### 25 Protecting Against NaN ### 178 | 1. Use `Mathf.Epsilon` for floats. 179 | 2. Tidy code. 180 | 3. Remember our Discord chat server. 181 | 182 | ### 26 Organise Your Assets ### 183 | 1. Create new folders within our Assets directory. 184 | 2. Create new layout to help visualise all our assets. 185 | 3. Manage our hierarchy by using empty Game Objects. 186 | 4. Discover and address prefab linking issues. 187 | 188 | ### 27 Light Your Scene ### 189 | 1. Understand all of the lights currently impacting your scene. 190 | 2. Add point light and spotlight to your scene. 191 | 3. Add light to your player object. 192 | 193 | ### 28 Nested Prefab Joy ### 194 | 1. Challenge - understand how nested prefabs work using our rocket ship. 195 | 2. How Prefabs are copied as game objects when nested under a prefab. 196 | 3. Solution is to instantiate which we will cover in the next section. 197 | 198 | ### 29 Make Game Moments ### 199 | 1. Recap of all the design levers we now have at our disposal. 200 | 2. Examples of a number of game moments and level layouts. 201 | 3. Level flow options. 202 | 4. Challenge to capture your game moment using screen capture software and share. 203 | 204 | ### 30 Debug Keys & Builds ### 205 | 1. What debug keys are. 206 | 2. Why they are useful. 207 | 3. Setup debug keys to ignore collisions, and immediately load next level. 208 | 4. Using `Debug.isDebugBuild` to keep debug keys out of final player build. 209 | 210 | ### 30b Instructor Hangout 3.3 ### 211 | 1. When will we teach mobile inputs? (Ken) 212 | 2. Important to be good at math? (Adam & Cam) 213 | 3. One script versus many scripts? 214 | 4. What to do next with the project? 215 | 216 | ### 31 Looping Through Levels ### 217 | 1. Use `SceneManager.GetActiveScene().buildIndex` to get current Scene in Unity 2017 218 | 2. `SceneManager.sceneCountInBuildSettings` to count scenes in build settings. 219 | 3. Why we can't yet record total levels won. 220 | 221 | ### 32 Sharing With Teaser Video ### 222 | 1. More details about build order. 223 | 2. Sharing with a teaser video. 224 | 3. Using OBS to record your teaser. 225 | 226 | ### 33 Spit & Polish ### 227 | Note there were some off-screen changes by Rick before this video. 228 | 1. This is an open-ended video where we apply bugfixes and improvements. 229 | 230 | ### 34 Section 3 Wrap-Up ### 231 | 1. Great work in this section! 232 | 2. We covered a lot of great C#, Unity and Game Design territory this section. 233 | 3. Let's push on to the next section of the course. 234 | --------------------------------------------------------------------------------