
Learn Unity 6 and C# by building two 2D games, covering game objects, components, gravity, animation transitions, audio, and basics of C# plus the singleton pattern.
Create a Unity 6 2D project in Unity Hub, set a 2D template, add a player with Sprite Renderer and Rigidbody 2D for gravity, and explore Scene and Game views.
Organize and import the player sprite into dedicated sprites and player folders, configure the sprite editor, and create a player prefab with colliders for grounded movement.
Organize assets by creating an animation folder and a player animation subfolder, then use the animation and animator tabs to record run and jump clips from sprite frames.
Learn to create and control animation transitions in Unity by setting default states, triggering jump and run states with a boolean jump parameter, and applying changes to prefabs.
Develop a Unity C# script using start and update methods to move the player right with transform.Translate, a public speed, and time.deltaTime for smooth inspector adjustments.
Increase the player speed over time with a public acceleration parameter and delta time, then make the player jump using a Rigidbody2D and add force impulse.
Learn how to implement controlled jumping in Unity using a boolean grounded flag and on collision enter 2D to allow jumps only when touching the ground, with tag-based ground detection.
Learn to trigger the jump animation by setting the jump bool in the animator, then reset it on ground to resume the run animation using a Unity C# reference.
Create a camera follow by parenting the main camera to an empty camera parent and moving it right with the player's speed using a follow script.
Create a tile map grid, slice sprites via sprite editor into 16x16 tiles, and build a tile palette to place ground with brush, eraser, and move tools.
Create and arrange tiles using the tile palette, attach a tilemap collider 2D to ground tiles, and use a composite collider to merge tiles, then tag ground to enable jumping.
Attach a box collider 2d as a trigger on ground to spawn the next ground from a next position when the player enters, using prefabs and no collider for grasses.
Explore the process of creating multiple tile grounds in Unity using C#, with practical steps to build flexible tile-based environments.
Develop a Unity ground spawner in C# that uses a grounds array and index to instantiate random ground prefabs at a specified next spawn position.
Select a random ground from the grounds array with the random dot range function, store it in index, and spawn ground at startup. Use the Next Spawn Pose for spawns.
Spawn the next ground tile in Unity when the player enters a 2D box collider, using a ground spawner and the ground's second child as the next spawn position.
Learn how to use a for loop in C# to spawn multiple ground tiles at game start in Unity, controlled by a public number of grounds variable.
Create a parallax background in Unity by dragging three BG sprites, adjusting pixel per unit and filter mode, setting sorting layers BG1-BG3, and building a prefab for seamless scrolling.
Create and attach a parallax script to the background to simulate parallax and endless scrolling using start position, length, and sprite renderers with the main camera.
Learn to implement player shooting in Unity using C# by raycasting from a shoot point on left click, detecting enemies via a layer mask, and logging hits.
Set up a line renderer on the player to visualize shooting in Unity. Toggle it with a coroutine and update start and end positions from shoot point to hit point.
Replace the square with the enemy sprite by slicing assets into frames in the sprite editor. Create idle, shooting, and heart animations and build an enemy prefab with idle-to-shooting transitions.
Create an enemy attack script in Unity using a Monobehaviour, tracking the player with a transform, defining an attack range, and using Physics2D.OverlapCircle to trigger attacks.
In Unity, transition from idle to shooting using a bool parameter attack with no exit time, set the animator with code, and trigger the shoot function via an animation event.
Develop enemy shooting with a 2D raycast in Unity, using a fire point, left direction, ray length, target layer, coroutines, and a line renderer to visualize shots and apply damage.
Configure a line renderer on the enemy to visualize a raycast shot in Unity, enabling it during fire and setting positions with the fire point and hit info.
Implement an enemy health system with a public maxHealth and a takeDamage method that subtracts damage. Destroys the enemy at zero health and spawns an explosion prefab at explosion point.
Create floating damage text in Unity by spawning a text mesh prefab on enemy damage, animate it to rise and fade with a 1–100 value, then destroy after a second.
Learn to implement a Unity player health system: define max health, create a takeDamage method, and trigger die with destruction and console messages when health hits zero from enemy hits.
Build enemy two in Unity 2D by slicing sprites, creating animation, and adding Rigidbody2D with a BoxCollider2D; implement attack range via Physics2D.OverlapCircle and a player layer mask.
Create idle and attack animations in Unity, add a bool parameter 'attack', set up zero-duration transitions, and control animation via a C# script with Animator.SetBool based on player range.
Create a circular attack hitbox around the enemy using an attack point and radius with Physics2D.OverlapCircle. Trigger damage with an attack function called from an animation event to invoke TakeDamage.
Implement enemy health with a max health field and a public takeDamage method, destroying the enemy when health reaches zero, and spawn floating text prefab and explosion effect on damage.
Fix line renderer based shooting by validating enemy scripts on hit, using get component to call TakeDamage on enemy one or two, and update hit positions.
Display the player's health in Unity by adding a top-left heart icon and health text on a canvas that scales with screen size, using prefabs for the ui.
Link the player's max health to a UI text component in Unity by exposing a public text reference, updating it each frame with the max health value.
Master the singleton pattern in Unity by exposing a public static instance to access player and enemy scripts, replacing find by type for cleaner, more efficient code.
this lecture shows how to use SerializeField and Header attributes to expose private fields in the inspector, hide in inspector, and access components via GetComponent for cleaner Unity scripts.
Build a game manager with a game active flag and singleton access to stop the camera when the player dies, destroy the player, and spawn an explosion at a point.
Build a camera shake in Unity by using a camera parent and two animation clips (idle and shake), configuring zero-duration transitions and a shake trigger to play on damage.
Learn to implement camera shake in Unity with C# scripting by creating a camera check script, wiring it to the main camera animator, and triggering the shake parameter on damage.
This is a Complete Unity 6 & C# Course for Absolute Beginners, If you never touched unity game engine & C sharp programming then this course is absolutely for you, In this course you will learn everything that you need to know to make 2d game in unity with C#, This course will teach you about what is a game object, components, how animation works in unity game engine, How to make UI in unity and much more with C# Programming language, Also in C# Programming you will learn about classes, functions or methods, custom functions, for loops, if condition, variables, Reference any so many other aspects in c sharp coding. Learning Unity game engine can be a hard challenge but i have explained those things in unity game engine from basics so you don't need to worry about anything if you never even touched unity & C#, After this course you will understand the basics of unity game engine with c sharp programming, Also you will able to make some simple 2d games with help of this amazing course, I have divided all of the sections into some parts in order to understand from basics of Unity 6 & C# Programming.
This course is for beginners and intermediate guys, If you even learnt already a bit then you can also follow this course as well, You can move to any specific lecture as well because i already have Split into different sections & chapters! I hope you will enjoy this course.
Thanks
Bhairab Roy