[MUSIC] Hi, everyone, I'm Jeremy Bond. And here we are at the end of the first course in the Unity Certified Programmer exam preparation courses. So in this, of course, we dove into the beginnings of this AsteraX project and looked at things like how to really well-structure a project and how to think about working with other people and really doing the basics of the things that you do as a Unity Certified Programmer. Now I want to talk to you about what we're going to be doing in courses two, three, and four, and encourage you to go through them with us. In course two, we're going to be continuing to develop this AsteraX game and build it from the bare skeleton that we have of a game prototype into a game that has a lot more features that you would see in a standard game. So let's take a look at some of these. Here, you can see the Start screen for the AsteraX game. You can see, I can click Start here. And I get this nice animated transition, so we're dealing with animated user interface stuff. You can see that when I pause, I actually have access to different ship parts. Speaking of the ship parts, you get these ship parts by gaining achievements. So First Dust, I can get another one by doing wrap-around shot, Lucky Shot. And when I do that, it actually unlocks different ship parts. So there are six different achievements that you'll learn how to work with. And these achievements are going to be posted to Unity Analytics. So you can go on the Analytics website and track these achievements and earning these achievements. Additionally, we're using this thing called Remote Settings, which you can see here. It allows us to change the tuning of our game remotely by changing something on the Unity Analytics website and having that updated in the game, which I think is super, super cool. Along the way, we're going to talk about more secure ways to store data locally on a person's machine rather than just using PlayerPrefs, which is not very secure. And we're going to be looking at eventually taking this game and delivering it for mobile, including looking at the performance issues that we might have when we move to a mobile platform. And how to change the actual interaction so that we can use, say, the tilt of a person's phone to steer the ship rather than steering it with our keyboard. So that's what to expect from course two. Let's talk now about course three. In course three, we're switching from the AsteraX game to a 3D stealth game along the line of games like Metal Gear Solid. You can see here, I've got a character. And a lot of these assets we're pulled from the Adventure Tutorial that's available on the Asset Store. I also built these levels using ProBuilder, which is now part of Unity. So you can see, I can move my character around and she can go into cover and lean around cover. You can see that the camera pays attention to when she's in cover and near an opening. So let's see this here. You can see that as she approaches an opening in a wall, the camera moves down to look there. And you can see the enemy in background. We're going to be working with the navmesh for that enemy and guiding it through the level based on that. This security grid will throw an alarm if she runs through it. So she needs to walk over to the desk here, which you can see it has this cool glowing green. We're going to modify the shader properties directly to get that green glow. I hit Space and unlock the gate and then I can run up and get to the exit of the level. You can see the mini-map in the top-left corner here. And we're going to be working with two different kinds of animation. One for the robot and one for the players. So that you have to different ways of approaching animations in your games. Additionally, we're working with something new in the latest versions of Unity called Timeline Playables. And that's how we're animating the security camera, moving it left and right. This is a very simple animation, and you can now create these really simple animations within Unity. For course four, we're going to continue working with the stealth game, but if you take a look here, you'll see some pretty noticeable differences. [SOUND] First of all, we've completely changed the look based on some concept art that we got from a friend. And we've now added lots of audio, we've got some background music. We've got footsteps [NOISE]. And we have audio that changes, using the audio mixer built into Unity that changes when we go into cover or when we leave cover. [MUSIC] You can hear some environmental sounds that are positional. So like this gate is louder when we're close to it and quieter when we go away. And, of course, you can see these great post-processing effects using the post-processing stack Unity provides. We have a bloom on the main screen, where the lights tend to just kind of glow. And we have some grain and color grading effects on the mini-map. You can also see some nice reflections, there you go. [MUSIC] And you can see these great kind of holographic flickering logos that are also from the adventure game. And when we break the gate here and set off the alarm, it makes a big difference. [NOISE] We've changed the graphics. We've changed the audio. And we've changed the behavior of the [INAUDIBLE] [NOISE]. In course four, we will also be looking at scene loading and unloading to do multiple levels. So that we have some persistent objects like the player, the camera, and the game manager, and everything else is additively loaded or subtractively removed as scenes to and from those persistent objects. We will also be talking about best practices for things like multiplayer networking and XR, or extended reality, which covers everything from virtual reality to augmented reality to mixed reality and is a big part of some cool things that you should know about. So I hope that you'll join me for the remaining courses of this series. And I hope that this course has helped you to be more prepared for the Unity Certified Programmer exam. I'll see you in the next course, thanks. [MUSIC]