Here’s the deal: I was asked to teach a bunch of students basics of Unity. The company that hired me set quite a limited amount of learning hours, so I won’t be teaching my students any code (‘cause’ you know, you can’t learn C# or JS in ~20 hours).
I’ve already introduced them to the Unity itself, guided them through interface, we’ve been over terrain settings and tools, I’ve explained things about different lights.
Help me please, tell me, what should I tell them? I mean, they are new to Unity, like, never seen it before the lessons, so I’ve started with the very basics. What should I show them next? Which aspects should I cover? My knowledge about Unity is not systematized, so I don’t really know where to continue. I don’t wanna go in too dep, so, for example, I think explaining shaders in details will be quite useless to them.
I hope you got what I need help with. Sorry, English is not my native language, so what I write can be quite confusing.
Do you have access to some scripts, even the ones that come with a tutorial, like the 2d platformer or something. Unity comes with a character controller set and camera controllers too. Once you teach the editor mostly, the next step is coding, or at the least applying code/scripts that are already done. It is true that you don’t have much time for using code, so maybe you should apply scripts instead. Show them how to modify behaviors by adjusting public class variables via the inspector, things like making characters faster, jumping higher, etc…
There was at some point a 3d platformer tutorial(using the robot) that could work really well for you. It comes with a pre-made level, scripts are already done, and all you have to do is place a few objects, apply some scripts, and make some tweaks and adjustments. The same can be said of the 2d platformer tutorial that uses the same robot.
Ideally they should leave the course with a sense of accomplishment. So it’s fine to give them a survey of the interface, but don’t limit it to that if possible. Get them to make something small that they can look back on and say ‘look what I did’. Perhaps work with one of the tutorials and extend it a bit.
Thank you for suggestions. I’ll definitely show them some general things about coding and public variables.
I wondered if you guys could tell me smth else, like, maybe shaders/materials, don’t really know. Ny knowledge of unity is scattered and not systematized, so it’s pretty hard for me to imagine what those folks should be told about next :c
How about just show them how to create one of the Demo projects with Unity.
C# isn’t that hard to learn for Unity. The way I learned it was by recognizing what certain things did, from there most of it is just piecing things together, it’s not hard as long as you know what certain things can do…
Or just make a small little game with them with the most basic of codes, it’s not really that hard.
and then at least they can get a sense of how easy it is to get going with Unity.
I would very much like to, but as I’ve already said, it should be some generic ‘getting to know unity’ thing for them, cauuse time is very limited, and I really see no point in showing people who dont know code at all some bits. We’re limited to 15 hours with each group, so…
I know it’s bullshit, I’d show those people what I know with great pleasure, if I had more hours.
I have a YT playlist, about 4 hours total. Create a simple character, rig, animate, texture, and then move around a terrain in Unity. Some scripting but only a few lines, nothing complex. Open source software (plus Unity). Check it out for some ideas.
Sounds like the point is more to get them interested than to actually teach them much of anything. So high school students I’m assuming, but it could be a bit earlier like middle school. I really doubt showing them A* pathfinding would even remotely interest most of them.