
Click below to download and install Unity.
https://unity3d.com/get-unity/download
Unity works on both Mac and PC. It is virtually the same on both.
Also, please install MonoDevelop or another code editor. MonoDevelop is the code editor we use in this course. It should come with Unity.
Explore the Unity editor, navigate the scene, and manipulate three-dimensional models, colors, transparency, and lighting. Learn to download, install, and activate build support, choosing the personal version to publish games.
Create a new Unity project and configure the 3D rendering setup to explore the Unity editor. Navigate the hierarchy, scene, and game objects, and inspect the main camera and components.
Learn to use the transform component to move, rotate, and scale objects in Unity along the x, y, and z axes with gizmos, starting from a 3D cube.
Create and apply materials in Unity to change a cube’s color, then adjust rendering mode and alpha to make a transparent glass wall, and add a floor plane with shadows.
Learn how directional, spotlight, and point lights create realistic shading and shadows in a Unity scene, with controls for ambient intensity, light range, rotation, and color.
Explore particle systems in Unity to create dynamic effects by placing a particle system and tuning duration, start delay, lifetime, speed, gravity, color, and local vs world simulation space.
Apply physics in Unity by adding a rigid body to the cube, enabling gravity, mass, and drag, then observe collisions with other objects in a live scene.
Discover how to use the Unity Asset Store to swap in 3D models, animations, and complete projects, speeding development while understanding how assets and physics work.
Learn the basics of coding in c#, including variables, methods, conditionals, and loops, in an interactive unity introduction. Build simple games and explore wearables for game development.
Create a Unity project, add a cube, and explore variables in a C# script, including a float sizeModifier, a string newName, and a boolean isRotated, editable in the Unity editor.
Explore methods in Unity scripting, including start and update, using void, parameters, and return values; learn to manipulate transform, local scale, and object name with example methods.
Learn how if blocks in Unity C# evaluate conditions to control actions like rotating a cube, compare numbers and strings, and use else, with debugging and console output.
Learn to convert a cube into a prefab and dynamically instantiate multiple cubes with a game controller in Unity, using loops and random positions.
Explore a practical introduction to the input system in Unity, handling key presses to move a cube and jump, with multiple cameras for varied viewpoints.
Create a Unity project, add a game controller script, and learn to implement input handling in update loop. Use get key down for jump and get key for left/right movement.
Move the player cube by applying a speed-driven transform on the x-axis, using time delta and keyboard input to shift left or right.
Apply Unity physics by adding a Rigidbody and using add force to jump with space input, controlling jump with a can-jump flag and floor collision to enable jumps when grounded.
Move the player with left-right inputs and forward using transform.forward and delta time, rotate around the y-axis with a rotating speed, and cycle cameras with the mouse button.
cycle through four Unity cameras stored in an array, enabling one at a time, controlled by a game controller and mouse, with a chase camera that follows the player.
Learn how Unity prefabs enable reuse of objects like bullets, coins, and enemies, allowing you to replicate a single prefab across the scene and create explosion effects.
Learn to create and use prefabs in Unity by building a floor and wall, designing a bullet with physics, scripting its motion, and instantiating it from a player scene.
Offset bullet movement by random angles, instantiate from a prefab, and apply a normalized shooting direction via the bullet component, then implement a lifetime to destroy bullets.
Create an invisible explosion object, attach a C# script, and spawn colored particles with rigidbodies in random directions, using explosion prefabs and a short lifetime.
Detect bullet collisions and spawn explosion effects in Unity by tagging objects and using collision callbacks. Instantiate explosion prefabs at impact points and tune collider settings for realistic blasts.
Create a new Unity project to organize all files, plugins, models, and scripts for your 3D Zenda game; set a projects folder, enable 3D rendering, and use the default layout.
Start by creating a player object as the main input entry, prototyping with a capsule in Unity, then add a model container and simple eye spheres with materials.
Create a C# script in Unity to move the player horizontally by updating transform.position with deltaTime and Vector3.right, attach the script to the player, and handle input for left/right movement.
Learn to implement player movement in Unity using get key and get key down, moving the character with arrow keys in a horizontal plane with delta time and vector3 transforms.
Activate physics in Unity by adding a rigid body and a simplified collider to the player, then create a floor with a box collider for collisions and gravity.
Apply upward force to the player's rigid body with AddForce, expose a public jumping force to tune height, and implement a ground check to prevent midair jumps.
Implement a floor-grounded double jump in Unity using a raycast to detect the ground and a private canJump flag. Structure the logic with a separate processInput method for clarity.
Switch from add force to directly setting rigidbody velocity to enforce a jumping velocity and precise movement along the x, y, and z axes.
Freeze the player's rotation on x, y, and z to prevent tumbling from friction, cache the rigidbody with a private variable to reduce get component calls and optimize velocity handling.
Set up player look controls in Unity by exposing the model as a public variable, and use quaternions and lerp to smoothly rotate toward left, right, up, and down.
Design a functional sword for a Unity and Blender masterclass project by building a multi-cube blade, aligning the origin, applying materials, and wiring attack input for responsive combat.
Learn to create a separate sword prefab with a blade collider set as a trigger, and implement a swing attack controlled by the player through a C# script.
Learn to implement sword attacks with a cooldown system in Unity, using a down timer, cool down duration, and coroutines to manage attack timing.
Learn to implement a sword attack system by making a private isAttacking state, using a ternary to switch between swinging and cooldown speeds, and tuning duration, swing speed, and cooldowns.
Design a simple bomb in Unity by building a 3D model with sphere and cube shapes and applying materials. Add colliders and Rigidbody to enable physics and roll toward enemies.
Create a C# bomb script, attach it to the bomb object, and set duration and radius. Countdown with delta time, destroy the object on explosion, and implement proximity damage.
Use Unity physics with Physics.OverlapSphere to find objects within a radius, process colliders, and drive a timed explosion visual before destroying the bomb.
Learn to convert a bomb into a prefab, instantiate it, and throw with a directional vector (forward plus up) using rigidbody physics, while enforcing a bomb limit.
Design and implement a ball projectile and an arrow-based attack in Unity, with a limited arrow inventory, ball and arrow prefabs, rigidbody and colliders, and basic shooting logic with cooldowns.
Show weapon swapping by toggling bow and sword game objects; press z to sword, x to bow, while start hides the bow for an initial inventory swap.
Design and implement a simple, stationary enemy with health, collision triggers, and a base enemy script, enabling hits from sword, arrows, and bombs, and convert it into a reusable prefab.
Create a strong enemy with ten health points, attach a 3D model, rigidbody, and box collider, then script its behavior to respond to sword swings and health triggers.
Increase the box collider size to create a larger hit area so collisions occur without complex code, balancing game design and player acceptance for a smooth, playable encounter.
Learn to implement patrolling logic for game enemies in Unity by creating a movement script with a directions array, time-to-change, movement speed, and velocity-based movement using a rigidbody.
Create a rotating shooting enemy in Unity that fires bullets, using a model, a rotating timer, and a lerp-based rotation to 90-degree increments.
Create enemy bullets in unity by adding a prefab sphere with a trigger collider and no gravity, then script the shooter to instantiate bullets forward at timed intervals.
Tune the camera for a top view to better test player damage, collisions, and knockback from enemy bullets. Implement hit logic, health, and game over.
Create a game camera that follows the player with an adjustable offset, using a Unity C# script and smooth interpolation for a stable view.
Design a Unity game interface with a canvas and text elements for health, bombs, and arrows, controlled by a game scene controller; learn anchors, overlays, fonts, and responsive layout.
Create a heart-based health bar in Unity by building a heart container, populating an array of five heart objects, and syncing their active state with the player's health.
Create a simple Unity main menu with a canvas, title, and instructions, plus a start button that loads level 1 via a menu scene manager.
Learn to build terrains in Unity using terrain tools, brushes, and height controls to shape mountains, plains, and texture painting for balanced gameplay.
Import the environment package and paint terrain with tiled textures—grass, mud, sand, and rocks—using brushes and normal maps for height effects; adjust brush strength for smooth transitions.
Choose terrain, add trees and grass with a brush, adjust tree density and size, switch between broadleaf and conifer prefabs, apply billboard textures, tune wind, and shape a water area.
Carve a pool by sculpting terrain with small brushes, then drop water prefabs for day and night, adjusting size, reflections, and quality to create a moving ocean scene.
Add sun flare and camera effects to a Unity scene using standard assets. Test flares, bloom, and color correction to enhance lighting as you walk a first-person character.
"This course is a great way to get introduced to coding and bringing the game together from a full SLDC stance. The instructors are responsive, and the Q&A sections are extremely helpful. 100% worth the time invested to learn through this course." -Derek H.
"I learned so much from taking this course about Blender and Unity and making games in general. Thanks for such an awesome course!" - Joseph D.
"Before this course I only knew basic coding. During this course, mostly due to the great explanations, I learned so much about coding. Looking forward to taking more courses of Mammoth after I make this game shine for my 2 daughters who loved to play every bit of the game during the course." ⭐ ⭐ ⭐ ⭐ ⭐
"Very comprehensive tutorial for fans of Zelda and Metroidvania games. Goes straight into basic coding with C#, very brief and more of a refresher than a course on C#, then goes straight into coding the game with movement controls, camera controls, AI, ability acquisition, dungeon completion, and designing with Blender. Lessons are straight to the point, easy to follow, and perfect for people who are learning the more intermediate to advanced coding techniques required for these games. Extremely impressed; would learn again!"
"I really like the way the instructor explains the syntax of the code. He is thorough and explains how the syntax works as he shows you how to write it and what it does and how it functions. Need more instructors like him..."
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In this course, you learn how to build a 3D game with Unity® and Blender. This course is unique because we make both the code and the art for the game from scratch.
Learn the fundamentals of designing, coding, and modeling a 3D game.
Design the game "The Legend of Zenda" and its functionality in Unity®.
Learn how to code in C# and build video game levels.
Why Unity®?
Unity® is one of the most popular platforms in game development. You can use Unity® to build 2D and 3D games. Unity® is cross-platform, which means it is easy to use with other platforms.
Then you create the 3D models for the game in Blender. You build all the art assets for the game, including the characters, weapons, cannon, dungeon, and temple. You learn how to integrate your art from Blender into Unity®.
"At the first glance, I was not very amazed, but when I saw the curriculum and methods used in the classes, I am certain that one can take as much as possible out of this course into a real world example. The course teaches you: Unity from ground up C# Programming in general Blender modeling So you don't have to understand Unity nor programming nor Blender. The pace is more on the slow side, but it is very easy to grasp and pick up. It is a great tutorial package with A HUGE library of steps. Highly recommended!"
"The programming portion is very well explained. The instructor provides very good examples on how C# programming is performed on objects. I'm enjoying the Blender portion of the course. The development of a character in Blender is explained very well and I've learned many new techniques for UV Mapping the character."
Why Blender?
Blender, like Unity®, is a popular production suite that is free to download. Blender is a revolutionary tool for making 3D art digitally. With Blender, you can make art assets for games, like we do in this course.
The pace is more on the slow side, but this course is very easy to grasp and pick up. It is a great tutorial package with A HUGE library of steps.
Even if you're not an artist, you can make basic art models. You may have heard of Axiom Verge and Stardew Valley. These games are million-dollar successes. But did you know that only one person made each?
Usually it takes a whole team of people to build a game. But creators Thomas Happ and Eric Barone developed and designed their games by themselves. Now they're millionaires. You can do it, too.
Let's get started!