Learning Unity

I can't stand the beginner tutorials on the Unity site. They tell you what to do without explaining a damn thing, so you don't have any actual understanding of how or why things work the way they do.

Is there a better resource for learning from the ground up?

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docs.unity3d.com/2020.1/Documentation/Manual/UnityManual.html
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Bump?

Isnt this what colleges are for?

Bump
I'm learning C# on CodeAcademy at the moment and when I'm done, I wanna just into learning Unity. But every online class on devving I've taken prior hardly explain what they're doing, it's really grating,

faggot, go back

Follow along and try doing some things differently as you go

I have been doing that. The problem is that it goes into no depth at all. It just tells you step by step where to click.

The important part of the comment you're replying to wasn't the follow along part, it was the try doing things differently part.

Do stuff other than what it says and see what happens. Experiment. Thats how you learn when you're trying to self-teach

Most of the misunderstandings come from people just jumping into game development without learning the underlining code.

If you knew the code, every basic unity tutorial is literally "monkey see; monkey do".

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Yes, it's called "do your own shit and if you're not sure bout something make extensive Google search on the subject"
It also applies to any IT job you're welcome

You need to look into the APIs they are using and look up documentation for the specific parts of the inspector they are talking about.
Unity documentation is not great. Go through a few tutorials and look up anything you don't know that they gloss over. Try to make something from scratch after you've become more acclimated to where the documentation lives and what common workflows are, look up common pitfalls in discussion forums.
They can't really go into depth on every topic in every tutorial because they will get so bogged down with context that they will lose focus on what they are trying to describe.

>it was the try doing things differently part.

You can only "do things differently" within the confines of tasks the tutorials gives you. If you want to do anything brand new, what's the point in even having a tutorial if you have to "figure it out yourself"?

imagine being so retarded that you can't even figure out how to use the most retard shit engine in existence

>It also applies to any IT job you're welcome
Frankly it applies to everything. The most important skill you can learn is how to teach yourself. Everyone learns differently and you can't expect every spoonfeeding to be catered to you.

>figure it out yourself
This is the fastest way to learn.

Try thing -> thing didn't work -> try other thing.

Try thing -> thing works -> elaborate on thing.

This all hinges on your knowledge of the code rather than the engine, so my advice would be to finish your c# course before you start deving.

If you can't handle experimenting within the confines of a tutorial, what are you going to do when you have to figure out something entirely on your own?

Well put user

It really isn't, he stated the obvious

RTFM
docs.unity3d.com/2020.1/Documentation/Manual/UnityManual.html

There are tons of tube channel on this subject. Search unity tutorial for anything you want.
You can also buy/torrent the courses from gamedev.tv
I'm following the 2d one and is good start.

Going by the OP, some people need the obvious stated for them.

>docs.unity3d.com/2020.1/Documentation/Manual/UnityManual.html

To be fair, for someone who is still learning about coding in general, pointing just to the general docs is a terrible idea.

Watch tutorials, specially Brackeys.
The problem with the Unity tutorials is that the Unity developers see Unity as a "Snap-fit" engine.
It's made so that creatives with zero game dev experience can basically mix and match assets and extentions from the Unity store into a finished product, since Unity is a free engine, they think this will incentivize people to buy assets and they can get money off that.

write a game that you think is somewhat simple to make, a 2D game(it sucks i know) is a good starting point.
Lets say you are making a platformer, you need to move the character from left to right, jump and to collide with enemies. When you have this done you give your twist to the game (like moving up and down and jumping moves left to right or something). You keep giving your twists and learn what mechanics you need.
From there if you want to move to 3D or you can stay in 2D but as you get better you start your game more abstractly(im a character in this world, what do I do and what happens?)
Also, dont get very stuck with unity. All engines have advantages over others no matter what drones might tell you, try around with the others.

>specially Brackeys
For beginners though? Don't get me wrong Brackeys is great at what he does, but he glosses over a lot of the basic tenets of OOP.

Then they should learn a bit of programming before jumping on the unity docs, because the level of C# knowledge, let alone general programming knowledge, you need to start cobbling something together is very low.

>Then they should learn a bit of programming before jumping on the unity docs
That's what we've been telling him though.

You shouldn't expect to learn OOP from Unity tutorials. You don't watch tutorials on building a house and get mad because the guy doesn't explain how to use a nailgun.

True, true.

You should just stop. If you can't figure out basics like this then you'll never be able to make it further. Go spend your time working out or something because you're just wasting it right now.

where can you torrent these?