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Unity® and the Unity® logo are owned by Unity Technologies.

the Unity® experiments

Inspire and Motivate the Next Generation of Coders

The Unity® experiments are a series of challenging coding and game development activities created by a Unity® Certified Instructor and a  Unity® Certified Developer, using Unity® the world's most popular game engine.

Unity® ( www.unity3d.com ) is simply amazing and by far the most engaging way for students to learn to code!

Combined with the Unity® experiments, you will have a tool which will motivate, inspire and fast-track your students learning process and bring their code to life.

Why do schools choose the Unity® experiments over all the other 'Learn to code' options available?

Easy to Implement

Teachers do not need to know how to write code in C# or use Unity® in order for their students to use the Unity® experiments. Once a student logs in, they proceed through the content, listen to audio, watch videos, complete activities, quizzes and tests on their own.

Full Grading & Reporting

Teachers can access student reports to monitor student progress and view the grades achieved for each experiment.

Commercial Quality Development Environment

Students will be incredibly engaged as Unity® will bring their code to life in a way in which no other coding environment can offer.

Perfect for all year groups from years 5 to 12

We have even recorded audio for all Overview and Activities in the program so that students can simply click Play and listen along and complete the activities in Unity® which makes it perfect for younger students or those with learning difficulties.

Every School Can Utilise the Unity® experiments

You could use the Unity® experiments for a class, an entire year group, a gifted and talented program or as an extra curricular before/after school activity.

Created for Australian Schools By Certified Developers

Created exclusively for Australian Schools by a Unity® Certified Instructor and a Unity® Certified Developer who run NESA registered Unity® PD workshops. In fact, Game Training Pty Ltd has now worked with more than 1000 Australian schools over the past 11 years.

Account Bundles

Per Student Pricing

$30 per student

Class Group Pricing

This pack will provide you with 30 student accounts at $30 per student.

Additional accounts cost $30 per student

All students receive a username and password to access the experiments

A free teacher account is included to monitor student progress

 

The total cost for this pack is $900+GST

$15 per student

Year Group Pricing

This pack will provide you with 100 student accounts at $15 per student.

Additional accounts cost $15 per student

All students receive a username and password to access the experiments

A free teacher account is included to monitor student progress

 

The total cost for this pack is $1500+GST

 

Creating a New Unity® Project

This experiment will teach you how to create a new Unity project, about the Unity® Project folder structure, moving a project between computers, advice on backing up and importing files.

Identify Elements of the Unity® Interface

Learn about the various windows in Unity®, how to rearrange the layout and return to the default window layout.

Creating and Editing Game Objects

This experiment will teach you about the Transform controls and how to move, rotate and scale GameObjects.

Positioning Game Objects

Learn about rotating, zooming and focusing on GameObjects, positioning, snapping and surface snapping as well as creating, colouring and applying materials to GameObjects.

Creating 3D Worlds

Learn how to create a spectacular 3D World with hills, trees, grass and ocean.

The First Person Controller

Use the FPSController to allow the user to walk, run, jump and explore your 3D World.

Cars and Aircraft

Import cars and aircraft to explore your 3D World.

Move, rotate and scale with C# Code

Create your first script to move, rotate and scale GameObjects.

Keyboard Controls via the Input Manager

In this Experiment you will learn how to utilise the Input Manager. This will allow the end user to use the arrow keys to control game play.

Variables

Think of variables as information containers. There are different types of containers for different types of information.

Functions

Functions are a way of grouping your code into manageable reusable portions but they can also act as mini applications which can be set to run a task and even return information to you when the function has finished processing.

Physics, Gravity and Rigidbodies

Discover how to add physics to an object by adding a Rigidbody. Then write code to move objects by applying forces.

Collision Detection

Learn how to detect collisions and execute different code depending on the object you collided with.

Spawning GameObjects

Learn about the powerful Instantiate function and how to create Spawnpoints.

InvokeRepeating

This is an advanced technique allowing you to call a function over and over at a predetermined interval.

Coroutines

This experiment will teach you how to spawn objects using a coroutine.

Communicating with GameObjects

With multiple objects in your game, it's important to get them communicating with each other.

Artificial Intelligence

Discover the most common types of AI including Proximity-based, Raycasting, NavMesh and Machine Learning.