Every lesson in the Unity Game Engine slide course, in full text: 8 decks, 488 slides.
Lesson 1 - GameObjects and the Component ModelWhat a GameObject actually is (a named container with a Transform), why every capability - drawing, falling, colliding, running your code - is a component you attach, and the difference between switching an object off and destroying it.
Lesson 2 - Prefabs, Instances and OverridesWhy a prefab is an asset and not a scene, how one edit reaches fifty copies, and what an override really does - the per-property switch that makes one instance stop listening to its prefab for good.
Lesson 3 - Rigidbody, Forces and FixedUpdateWhat it means to hand an object to the physics solver: the Rigidbody, the four ForceModes and the numbers they produce, why physics runs on its own clock, and why writing transform.position sends objects through walls.
Lesson 4 - MonoBehaviour Lifecycle (Awake, Start, Update)Which of your methods Unity calls and in what order: why every Awake finishes before any Start, what belongs in each callback, and how the order explains most null-reference bugs a beginner hits.
Lesson 5 - GetComponent, Instantiate and DestroyThe three calls you will type more than any others: which one finds a component, which one creates an object, which one removes it - and why Destroy does not take effect until the end of the frame.
Lesson 6 - Transform: Position, Rotation and ScaleThe component every GameObject has: what the Inspector's numbers actually mean, why local and world values differ the moment something is parented, how rotation is really stored, and what an object's own forward direction is.
Lesson 7 - Vector3 Math and Direction VectorsDestination minus start, normalized: how to compute a direction, why the subtraction order decides between chasing and fleeing, what normalizing does and does not change, and how the dot product answers 'is it in front of me'.
Lesson 8 - Colliders, Triggers and Collision CallbacksWhich pairs of objects actually report contact and which stay silent: the Rigidbody rule, the trigger switch, the difference between OnCollisionEnter and OnTriggerEnter, and why CompareTag beats comparing tag strings.
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