
Explore Unity 5 in this introductory course module to build a 2D adventure game using sprites, UI, physics, animations, moving platforms, hazards, and particle systems.
Discover how to build a complete 2d adventure game in Unity, from a quest-giving NPC and collecting a power stone to platforming, enemies, health tracking, and a final win.
Create a new Unity project, apply the default layout, and configure a fixed 10:24 by 600 resolution with the plus icon for consistent previews in the game tab.
Import native and custom asset packages in Unity, including standard assets, then explore particle systems and image effects to enhance the game scene.
Organize Unity projects by creating textures and audio folders in the project panel, then drag and drop assets from the model 0 1 folder to import textures and audio.
Configure textures for a 2D Unity game by setting them to UI sprites, then disable mip maps to preserve clarity; not power of two textures are fine for UI.
Set the main camera in Unity to orthographic and tune size so 300 divided by 100 yields a true one-to-one pixel-to-world scale for 2D textures and backgrounds.
Learn to slice a texture into multiple sprites in Unity using the sprite editor, switching from single to multiple and naming parts for a character.
Learn how atlas texturing reduces draw calls and boosts 2D Unity game performance by packing related textures into atlases for props and backgrounds.
Organize and optimize Unity audio assets by disabling preload data and setting load type to streaming for large tracks, preventing long loads and reducing memory usage for mobile.
Create a new materials folder and add two utility materials: a flat black silhouette material for fades and silhouettes, and a low-friction physics material to fine-tune player movement.
Explore how to create a master audio mixer in Unity, assign music, sound effects, and ambience to separate channels, and achieve independent control and muting without affecting the master.
Explore player settings to set company and product names, registry keys, and persistent data paths. Enable the resolution dialog and use forward rendering with gamma color space.
Explore the Unity input manager to customize and map input axes—horizontal, vertical, and jump—to keyboard and joystick controls, enabling device-agnostic player movement in your 2D adventure game.
Learn to access and adjust quality settings in Unity to optimize visuals and performance for each target device. Set platform defaults and disable shadows for 2D games to improve efficiency.
Explore level design and environment development for a 2d adventure game in Unity, creating atmosphere with customized assets, accurate colliders for ground and physical objects, particle systems, and a soundscape.
Prepare the first scene in Unity by organizing assets, textures, and materials, creating a dedicated scenes folder, and saving level 01 as the game’s initial explorable environment.
Build a first level by importing background and foreground textures, configuring an orthographic camera, and using sprite rendering order to layer foreground above the background for a full-screen scene.
Configure a 2d level in Unity by adding a rigid body and colliders, test gravity, and refine the edge collider to create solid ground for the character.
Create and shape edge colliders to match the floor in a 2d Unity level, reshape vertices, test gameplay, and add multiple colliders for complex geometry.
Refine and approximate level geometry in Unity by adding and editing edge collider 2D components on the foreground, toggling colliders to test play mode.
Apply image effects to the main camera, using bloom (blue optimized) and noise and grain to boost vibrancy and atmosphere.
Create a particle system from a prefab in the asset packages, drag it into the scene, adjust rendering and material to achieve a glowing smoke effect that signals danger.
Change the particle system color to green, adjust the color gradient and alpha over its lifetime, and set the particle size to create a fading, bubbling green smog.
Learn to create a moving up-and-down platform in Unity using animation and keyframes, then adjust the platform speed with ease-in and ease-out curves for safe jumps.
Learn to script a moving platform in Unity using a ping pong motion script to move it up and down along the y axis, with adjustable speed and distance.
Organize the scene by creating empty game objects, naming background and foreground, grouping under an environment object, and setting the platform as movable to support a future soundscape.
Develop an ambience-driven soundscape by adding an ambient audio source and routing it through the ambience channel in the audio mixer, enabling auto play, looping, and streaming.
Explore building Unity environments with foreground and background, add colliders for solid platforms, and extend to levels two and three with ambience and moving platforms.
Create an animated player character using sprite objects and translate animations to movement in Unity. Add physics to respond to obstacles and implement movement and jump mechanics via player input.
Configure sprite pivots for a multi-part player character in Unity by adjusting hinge points for the head, arms, torso, and legs using the sprite editor.
assemble a character from body parts by creating a player object, parenting the head and arms to the body, and duplicating limbs for left and right to form a prefab.
Adjust the character's layering in Unity by setting render order for the left leg, right leg, left arm, torso, right arm, and head to ensure proper overlap.
Attach a player control script to the character in unity, using the cross platform input manager to read movement and jump inputs while preserving gravity and collision with obstacles.
Implement player controls for left and right movement and jump by retrieving the transform and rigidbody components, reading horizontal input via the cross platform input manager in fixed update.
Implement character movement in Unity by reading a public horizontal axis, applying force to the Rigidbody, and clamping velocity with a max speed; adjust drag and gravity to reduce sliding.
We flip the character's direction using a facing variable and a flip direction function that inverts the transform's x scale when moving left or right.
Implement the jump by applying an upward force via jump power when the jump axis is pressed. Ensure jumping only occurs when grounded via feet-ground collision.
Detects when the character touches the ground using a feet collider, a ground layer mask, and a circle overlap check to drive the grounded state for jumping.
Learn to implement a grounded jump system in Unity by wiring ground checks to the jump function, using canJump and jumpTimeout to prevent double jumps while grounded.
Create two animation states for the player in Unity: idle and walk, using the animation window to rotate the body and head and smooth out curves.
Link the animation graph and blend tree to smoothly switch between walking and idle animations using the motion parameter and the animator, driven by horizontal input in Unity.
Create a player character with health and death on collisions in a 2D Unity 5 adventure game. Script scene transitions with data retention and fade in/out effects.
Create a player prefab from the in-scene character, add it to three levels, and apply changes across all levels so the player can move and jump in the environment.
Implement a c# property to manage the player's health by encapsulating a private field, exposing a public static health with get and set, and call die when health <= 0.
Instantiate an explosion particle system on player death and attach a C# script to reload the current scene after a delay using a scene ID.
Link the player death to destroying the planet and spawning a death particles prefab, then trigger death via D to zero health and instantiate particles before destruction.
Build a kill zone in a Unity 2D game using a trigger box collider to detect player entry and apply instant or sustained damage, then script the interaction.
demonstrate a kill zone that damages the player per second while inside, via on trigger stay and time based damage, and adjust damage to kill instantly during Unity testing.
Enable seamless scene transitions as the player walks off-screen into a new scene and fades between scenes using a user interface canvas with screen-space camera and a fade panel.
Create a full-screen fading panel in Unity by adding a panel to a canvas, adjusting its color and alpha, and animating the image's color property to fade in and out.
Create a panel fade-in animation in Unity by using the animation window, animating the image color alpha with keyframes and curve easing, and disabling looping for immediate start.
Configure a Unity animation graph to fade in and fade out from an idle state using two trigger parameters, and enable immediate transitions by removing has exit time.
Develop smooth scene transitions in Unity by fading the panel at screen edges, triggering scene changes with a scene change script and trigger volumes.
Explore Unity scene transitions by pairing edge fade-outs with a scene change event, and wire animation events to call the destination level, enabling seamless level progression.
Explore how to complete a 2d adventure game in Unity by adding dangerous turrets, interacting PCs, and uncollectable quest items, balancing the world to be engaging and interactive.
Create a static turret in Unity, use a black cube as the target in a 2D view, and set up a spawn point that fires ammo along the forward axis.
Configure a particle system as ammunition in Unity, adjusting renderer order, looping, prewarm, start lifetime, speed, color, and shape, then script movement and collision-based destruction.
Attach a move script to projectiles to move them along their forward direction at a consistent speed using time.deltaTime. Ensure the object rotates correctly and the transform is accessible.
Create an ammo script with damage and a one-second lifetime, destroy the object via Invoke, and add a circle collider set as a trigger to damage the plant on impact.
Create a spawn system that periodically instantiates ammo prefabs at a spawn point, configuring ammo lifetime, speed, and damage to add challenge to the level.
Create a UI in Unity with a canvas and a separate UI camera, configure screen space camera, and scale with screen size to display a health bar for plant health.
Configure a player health bar in Unity by anchoring a head icon to the top-left and building a two-image health bar with red and green fills, updated by a script.
This lecture covers building a health bar in unity for a 2d adventure game, updating the rect transform to reflect health and switching scenes when health reaches zero.
Duplicate the player to create an npc in Unity, flip it to face the player, add a trigger collider, tint it red to distinguish it, and prepare quest text.
Create a conversation panel in Unity to show NPC dialogue and quest updates, with centered white text, shadow, and a canvas group for fading the panel.
Forge NPC interactions by showing and hiding the conversation panel with an animation graph and trigger script, based on player proximity; create a quest system with dynamic dialogue and rewards.
Explore how a Unity 2D adventure game uses a quest manager, a quest item, and a quest giver to track unassigned, assigned, and complete quests across scenes.
Learn how a quest giver NPC assigns quests via a quest name linked to the quest manager, shows context text, and updates status (unassigned, assigned, complete) as players interact.
Follow the quest item system by collecting the gem to complete the collect stone quest and receive a reward from the NPC.
Preview a Unity 2D adventure game in a test run, muting audio and inspecting objects while completing the collect zone quest to visit the NPC and return the power stone.
Learn how to make interactive 2D adventure games in Unity 5! In this comprehensive course, instructor Alan Thorn demonstrates a wide range of 2D features and tools for making a 2D platform adventure. Targeted to intermediate users, see how to create a player character, functional physics, interactive characters and dangerous obstacles. Explore subjects, such as: sprites, player controls, character animation, balancing gameplay, collisions detection, and a questing system. In addition, see how to import and configure 2D assets optimally for 2D functionality and how to design and build complete levels that ooze atmosphere. There’s plenty to see and do in this fun course, and by the end you’ll have established a solid foundation both in making 2D games generally and in working smart to create your own adventure games in no time!
(Students - please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)
More about the Instructor:
Alan Thorn is a game developer, author and educator with 15 years industry experience. He makes games for PC desktop, Mobile and VR. He founded 'Wax Lyrical Games' and created the award-winning game 'Baron Wittard: Nemesis of Ragnarok', working as designer, programmer and artist. He has written sixteen technical books on game development and presented ten video training courses, covering game-play programming, Unity development, and 3D modelling. He has worked in game development education as a visiting lecturer for the 'National Film and Television School', as a Lead Teacher for 'Uppingham School', and is currently a Senior Lecturer at 'Teesside University' where he helps students develop the skills needed for their ideal role in the games industry.