
This introduction to the Unity engine guides you through the editor and core features, including simple 3d models, color, transparency, and lighting for publishing to App Store and Google Play.
Learn to set up a new Unity 3D project, organize assets, and navigate core editor windows—scene, hierarchy, inspector, and console—while configuring main camera and directional light.
Move the cube with the transform to adjust position, rotation, and scale along the x, y, and z axes using arrows; inspect the cube's mesh filter, mesh renderer, and collider.
Create and apply materials in Unity, adjust color and transparency, and manage shadows and lighting for cubes, planes, and glass walls to move forward with making your game.
Explore Unity lighting with directional, spotlight, and point lights. Rotate directional light to change shadows; adjust ambient intensity for global lighting; experiment with range, intensity, and color to set mood.
Explore how particle systems add visual effects to your game, and adjust start delay, lifetime, speed, color, gravity, and simulation space (local vs world) to control particle behavior.
Explore the Unity asset store to extend your game with 3D models, animations, complete projects, and shaders, download free assets, and import them into your project.
Explore the basics of variables, methods, conditional blocks, and loops in C# through an interactive introduction, and apply them to building simple Unity games for app stores.
Explore how to use variables in Unity with C#, including float size modifiers, strings, and booleans, and attach scripts to a cube to test changes.
Explore how methods drive Unity game logic with C#, covering start and update lifecycles, parameters and returns, and creating methods that modify transform and object names.
Learn how to use if blocks in C# for Unity to conditionally run code, compare numbers and strings, and react to booleans like is rotated, then rotate the cube.
Learn to create and instantiate multiple cubes in Unity using prefabs, a game controller, and for and while loops to place cubes at random positions.
Set up a basic Unity input system to move a cube left, right, forward, and jump with space, then switch camera views with the mouse for different perspectives.
Learn to handle input in Unity by creating a game controller script, using GetKey and GetKeyDown for actions like jump and movement, and debugging with Debug.Log.
Learn to move a player cube in Unity using a C# script that updates transform.position with speed and Time.deltaTime for smooth left-right movement.
Use Unity physics to propel the player upward by applying a vertical force to a Rigidbody on space press, gated by a floor collision check.
Learn to move and rotate a player in Unity using transform.forward and delta time, so movement follows the facing direction; cycle multiple cameras with the mouse.
Cycle through four Unity cameras by storing them in an array and activating only the selected one, using the game controller and a camera index.
Learn how Unity prefabs let you reuse objects to build explosions, coins, enemies, and bullet effects, then replicate them across scenes while adding wall-hit particle effects.
Learn to create and use prefabs in Unity by building a simple floor and wall, applying materials, and scripting a bullet to shoot with Rigidbody physics.
Offset bullet direction by exposing a shooting direction on the bullet, instantiate a prefab, normalize the direction, add small random spread, and destroy bullets after a short lifetime.
Learn to build a dynamic explosion effect in Unity by creating an invisible explosion object, spawning colored particle cubes with rigidbodies, and applying random directional forces.
Detect bullet collisions with tags and colliders, and spawn explosion effects at impact points. Learn to tweak explosion force and manage prefabs for reusable effects.
Create a new Unity project named adventure, organizing plugins, models, and scripts in a project folder, and set rendering to 3D in the default layout to start building your RPG.
Prototype the player in Unity by creating a capsule parented to a model and zeroing local positions; add eye spheres and basic materials, then organize assets for future art.
Create a C# script in Unity to control the player's movement, attach it to the player object, and use delta time to ensure consistent left-right movement.
Implement player movement by checking input keys with GetKey and GetKeyDown, updating transform.position with Vector3 and delta time to move left, right, up, and down on a horizontal plane.
Activate physics in Unity with a rigidbody and a box collider. Build a level with a floor and rely on gravity and collisions using built-in components.
Implement upward jumping in Unity by applying a Rigidbody.AddForce with a configurable jumping force exposed in the editor, triggered by GetKeyDown and conditioned on grounding.
Lock the space key by ray casting below the player to allow jumping only when grounded, using a can jump flag, recast hits, and a separate process input method.
Learn to implement jumping with velocity instead of add force by directly setting the rigidbody velocity, preventing double jumps, and control movement in the xz plane with a moving velocity.
Freeze rotation on the rigidbody to prevent tumbling and constrain movement to position axes, then optimize by caching the rigidbody reference instead of repeated GetComponent calls, improving performance on mobile.
Enable a player to move and look around in Unity by rotating the model with quaternion lerp, using public variables and a rotation speed for smooth alignment.
Design a functional sword weapon by assembling it from cubes, aligning its origin for attack animations, applying materials, and enabling player attacks via button input.
Learn to implement swinging sword as a prefab with a trigger collider, and drive its swing in Unity via a C# script using local rotation and lerp, triggered by Z.
demonstrates implementing a sword attack in Unity with a cooldown duration, swing and down speed, and a coroutine to wait for attack duration using time.deltaTime.
Learn to implement sword combat in Unity by using a private cooldown variable and an attacking state to toggle between swinging and cooldown speeds.
Design a simple bomb in Unity by creating an empty object, assembling a sphere and cube, applying materials, and adding collider and rigidbody for physics to roll toward enemies.
Create a C# bomb script in Unity with duration and radius, countdown timer using delta time, explode and destroy the bomb's game object, and implement radius-based hit logic.
Use Physics.OverlapSphere to detect objects within the bomb’s radius, collect them, log each hit, then enable a scaled explosion model and destroy the bomb after its duration.
Learn to convert a game object into a prefab, instantiate bombs at the player's position, and apply forward or backward throws using rigidbody.AddForce, with speed control and a bomb limit.
Design and implement a blue ball projectile in Unity, with an arrow prefab, ball and arrow scripts, and an arrow inventory with a cool down to limit shots.
Switch weapons by toggling the bow and sword game objects using Z and X, with bow hidden at start and sword shown, creating a simple inventory swap in Unity.
Create a simple nonmoving enemy with collider and rigidbody, an enemy script with health and a hit method; sword, arrows, or bombs damage it and it becomes a prefab.
Create a strong enemy in Unity with 10 health, build its model from cubes, apply a red material, add rigidbody and box collider, and script isAttacking to synchronize sword hits.
Increase the size of the box collider to widen the hit area and ensure collisions despite gaps, exploring simple game design fixes that balance acceptance and gameplay.
Create a patrolling logic script in Unity that moves enemies along a set of directions using a Rigidbody, a direction index, a timer to change direction, and a movement speed.
Create a rotating shooting enemy in unity that targets the player by rotating in 90-degree increments using a timer and lerp, then implement enemy and bullet scripts to fire projectiles.
Create enemy bullets as a sphere prefab with a trigger collider and rigidbody, then instantiate and fire them from the shooting enemy using a time-based loop and forward direction.
Detect player damage from enemies and bullets using trigger and collision events; implement health reduction and knockback, destroying the player when health depletes.
Learn to build a game camera in Unity that follows the player with an adjustable offset and smooth focus using linear interpolation, enabling cinematic targeting and flexible target switching.
Design a Unity game interface with canvas, text fields, and fonts. Drive UI updates using a scene controller that shows health, bombs, and arrows, adapting to aspect ratios.
Create a heart-based health bar in Unity by building a heart container, adding heart images, and scripting an array to activate hearts according to player health.
Create a simple main menu in Unity with a canvas, text instructions, and a start button that loads level 1 via a menu scene manager; configure build settings and lighting.
Have you ever wanted to make your very own games? Well, you've come to the right place! ⭐ ⭐ ⭐ ⭐ ⭐
After purchasing this course, you'll be taken step-by-step through every process needed to do just that. Learn how to build a Legend of Zenda Role Playing Game and Ninja Survival Mobile Game!
Our 2 talented instructors, Kevin Liao and Glauco Pires, explain everything from a basic, beginner level. That means you don't need any prior coding or digital art experience to succeed here.
Glauco Pires will take you through the process of coding a game in Unity® from scratch.
Kevin Liao will teach you how to create all the artistic elements you will need to complete the game. Kevin will teach this section of the course in Blender, the wonderful and free 3D modeling program.
The final section will teach you how to integrate the art you created in Blender to the game in Unity®.
Included in this course is material for beginners to get comfortable with the interfaces. Please note that we reuse this material in similar courses because it is introductory material. You can find some material in this course in the following related courses:
Build 22 Games in GameMaker Studio, C# Unity® & Blender
C# Masterclass: Make RPG & Mobile Games in Unity & Blender
Make a Ninja Survival game for mobile in Unity and Blender
Practical Unity Developer Academy: Make Fully Featured Games
A to Z Unity Development: Code in C# and Make Low Poly Art
C# & Image Processing Masterclass: Make Mobile Games & Apps
Professional Game Development: 3D Modeling and Unity C#
Create 19 Low Poly Models & Your First 3D RPG In Unity® C#
Complete Unity and Android Development: Build Games and Apps
C# Masterclass: Make RPG & Mobile Games in Unity & Blender
Build "The Legend Of Zenda" Game in Unity and Blender
Make a 3D Unity Action Game & Low Poly Buildings in Blender
28 Low Poly Models and a Unity® Game - Complete 3D Developer
The beauty of taking an online course like this is the ability to replay any of the lectures at any time. There is no time limit or final tests. You get to learn at your own pace with a practical model method of learning.
One of the best features is that you can watch the courses at any speed you want. This means you can speed up the or slow down the video if you want to.
This course is project based so you will not be learning a bunch of useless coding practices. At the end of this course you will have real world apps to use in your portfolio.
Project based training content is the best way to get from A to B. Taking this course means that you learn practical & employable skills immediately.
Learning how to code is a great way to jump in a new career or enhance your current career.
Coding is the new math and learning how to code will propel you forward for any situation. Learn coding today and get a head start for tomorrow. People who can master technology will rule the future.
You get full lifetime access to this course for a single one-time fee. Sign up now!