Create with Code Live - Summer 2020

30 Hours
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Join us for Create with Code Live, a free, four-week course that’ll teach you foundational skills in Unity, C# programming, and game design through a mix of self-paced learning and live instruction. Gain the skills to get Unity Certified.
  • Each week, spend up to five hours working through the Create with Code course independently.
  • Every Monday, Wednesday, and Friday, join us for the live portion of the course starting at 9am PT. These hour-long virtual sessions are an opportunity for you to ask questions, get feedback, and work through any roadblocks you’ll have encountered while working independently. Session recordings will be posted for those unable to attend live.
  • Optionally, after the course concludes on August 7, you’re invited to continue joining us on Wednesdays for live sessions through September 9.
See the FAQ for more details
*The Create with Code curriculum is aligned to ISTE Standards for computer science education.
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Last updated: September 21, 2020
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Create with Code Live - Summer 2020
NCD: Nanobot Cellular Dispatcher
In the future, human cellular processes will be assisted by nanobots. You control the nanobots. Keep the organelles inside the cell fed with nutrients, and remove waste from the cell. Try to maintain homeostasis, matching your cell's consumption and production to its needs. Description: You are managing a cell's operation. Organelles in the cell need nutrients given to them, and waste removed from them and taken out of the cell. Not enough nutrients and an organelle dies. Too much waste or too many dead organelles, and a cell dies. This was my Unit 4 personal project from Unity's Create With Code Live - Summer 2020. (FYI, to end the game early, press "s" or "l" to advance to the survive or lose screens.) Notes: This started as a simple attempt at using primitive 3D objects to make a game driven by mouse-clicks that assigned agents to items and destinations. It quickly became much more complex than I had expected, and once finished, there was way too much clicking going on. So I switched over to a point-and-drag system, in which the agents are assigned automatically, which thankfully has proven to be much easier to play. It was a bear to refactor, and I know there's still a bunch of unnecessary, leftover code in the project, but it works, so I'm leaving it alone lest I break something. I had to learn a lot about turning screen clicks into game-world coordinates, object pools, materials & shared materials, assigning parents, graphics on canvas screens, script execution orders, controlling variables through methods only, creating math-equation-based layouts, using debug during play-testing to track variables values, the various ways to make objects move and often get blocked by each other, using collisions and triggers to change behaviors, tracking down an infinite loop, figuring out which built-in methods don't work the way their wording would lead one to believe they would, way too many checks about who is running into whom, making classes to contain groups of variables & objects, and a great deal more. A lot of time was spent searching online for solutions (Thank you forums & reference pages!), and even more writing and tracking Debug.Log statements. Phew! On to the next project! - Tony Lopez Create With Code Live: Summer 2020, P.S. Maximize the game window to see the great textures!