Blender 2.78 & Unity 5.50
S1: Windows. Menus. File Structure.Creating Primitives. Transforms. Arranging GameObjects. Parenting. Importing Textures. Importing Meshes. Shaders. Creating Materials. Creating Prefabs.
S2: Creating script files. Variables. Conditional statements. Arrays. Loops. Functions. Events.
S3: Classes and object-oriented programming. Inheritance. Polymorphism. Variable visibility.
S4: First Person Controller. Input Manager. Colliders. Physics. Rigidbody. Cloth.
S5: Setting up waypoints. Abstract FSM class. Using an FSM framework. AdvanceFSM class. State classes
S6: Random and Probability. Random class. Independent and related events. Conditional & Weighted probability. Sensors. Collider-based system. Graph-based system. Visual, audio, touch sensors.
S7: How AI characters can follow a path provided to reach a destination. Representing the world with grids, Dirichlet domains, points of visibility, and a self-made navigation mesh. Wandering around. Following a path. Avoiding agents & walls.
S8: Find the best route from a given location to a target location. Finding the shortest path with BFS and with Dijkstra. Finding the best promising path with A*. Improving A* for memory: IDA*.
S9: Make pathfinding easier to implement by creating a Navigation Mesh. Setting up waypoints. Advanced NavMesh parameters. Culling areas. Multiple navigation meshes.
S10: Different ways to implement flocking, and how it can be used to make objects move together. Crowd chaos. Crowd control
S11: Expand upon Finite State Machines. Hierarchical finite-state machines. Combining FSMs and decision trees. Behaviour trees. Fuzzy logic. Markov systems. Making decisions with goal-oriented.
S12: Learn and apply machine-learning techniques to games. N-Gram predictor. Naïve Bayes classifier. Decision trees. Reinforcement. Neural Networks.