
Explore the Unity editor and its core features with simple 3d models, learning color, transparency, lighting, and enabling Android or iOS build support for a new project.
Learn to create a new Unity project, set its name and location, and explore the Unity editor layout—hierarchy, scene, game windows, main camera, directional light, and components.
Learn to use the transform component to move, rotate, and scale objects along the x, y, and z axes in Unity, using a cube as a 3D primitive.
Create and apply materials in unity to color cubes, set transparency with rendering mode and shaders, and understand how materials affect lighting, shadows, and performance.
Explore directional, spotlight, and point lights in Unity, shaping shadows and ambient lighting. Learn how range, intensity, color, and rotation affect lighting to achieve sun-like illumination.
Explore creating and configuring particle systems in Unity, adjusting position, duration, start delay, lifetime, speed, color, gravity, and rotation, and choosing simulation space (local or world) for dynamic effects.
Apply physics in Unity by adding a Rigidbody component to a cube, enabling gravity, mass, drag, and collisions. Observe a live scene simulation with a particle system and tumbling interactions.
Explore the Unity Asset Store to browse, import, and swap assets into your project. Discover free and paid 3D models, animations, shaders, and packs that speed game development.
Master the basics of coding in C# for Unity by learning variables, methods, conditional blocks, and loops, then apply these concepts to create games and apps for Unity and Android.
Explore creating a simple Unity project, attach a C# script to a cube, and use variables like size modifier, new name, and is rotated to drive behavior.
Learn how to define and use methods in Unity, including the start and update lifecycle, passing parameters, returning values, and manipulating game objects with transform, local scale, and naming.
Explore if blocks in Unity C# to run code only when conditions are true, including comparing numbers and strings. Use else and booleans to control actions like rotating a cube.
Spawn multiple cubes by turning a cube into a prefab and using a game controller script with a for loop and random positions.
Explore input system in Unity to move a cube with arrow keys or WASD, jump with space, and switch cameras with the mouse for real life and virtual reality games.
Discover how to implement input handling in Unity by creating a game controller script, using start and update, and detecting key presses with get key and get key down.
Create a movable player cube in Unity by adding a cube, applying a material, and scripting horizontal movement with speed and Time.deltaTime via transform.position.
Add a Rigidbody and enable gravity to apply physics-based jumping in Unity. Use space input, a jump force, and a floor collision check with a can jump flag.
move a Unity player with arrow keys, applying speed, delta time, and transform.forward for forward motion. rotate around the vertical axis and switch cameras with the mouse button.
Cycle between multiple cameras in Unity by indexing camera objects, enabling only the active one, and using left mouse to switch views as a chase camera follows the player.
Learn how Unity prefabs enable reuse by creating a single bullet or enemy and replicating it across the scene, while adding effects like explosions and particle effects.
Learn to use prefabs in Unity by building a floor and wall, creating a bullet with a rigidbody, and spawning bullets from a player script on mouse input.
Instantiate bullet prefabs and access the bullet component to set a shooting direction. Use a vector with random offsets, normalize to unit length, and destroy bullets after a lifetime.
Spawn colored explosion particle prefabs at the explosion position, apply random directional forces with rigid bodies, and manage particle lifetime to simulate a dynamic explosion when bullets hit.
Learn how to implement explosion effects on bullet collisions in Unity by tagging targets with trigger explosion, detecting OnCollisionEnter, and instantiating explosion prefabs at impact points.
Create a new Unity project for your game, choose a name and a dedicated project folder, and select 3D rendering. Skip optional asset packages and click create to begin.
Design the player in Unity as the main input entry, prototype with a capsule inside a player object and a model container, and organize assets with materials.
Create a custom Unity C# script to move the player, attach it to the player, and use update and Time.deltaTime to scale horizontal movement with Vector3.right.
Learn to implement player movement in Unity using input.getKey and input.getKeyDown, moving the character with transform.position in four directions, and understanding delta time for smooth motion.
Activate Unity physics by adding a Rigidbody and colliders, creating a floor and level structure, and enabling gravity and collisions for the player, with jumps covered next.
Develop a jump mechanic by applying an upward force to a Rigidbody with AddForce, tunable via a public float jumpingForce exposed in the editor, triggered with GetKeyDown.
Learn to implement a double-jump block by raycasting downward to detect the ground, gating jumps with a private canJump flag, and refactoring input handling into a separate processInput method.
Discover how to switch from add force to direct rigidbody velocity for jumping in Unity, using jumping velocity and moving velocity to control horizontal and vertical motion.
Optimize velocity handling by freezing rotation on the player's Rigidbody and caching the Rigidbody reference to avoid expensive GetComponent calls, improving mobile performance.
Learn to let the player look around in Unity by rotating a model with public variables and quaternion lerp for smooth yaw control, mapping left/right/up/down to target rotations.
Design and attach a sword to the player model, building blade from cubes and aligning the rotation origin. Trigger a sword attack with input buttons like x, z, or c.
Learn to implement a swinging sword in Unity by turning the sword into a prefab, configuring a trigger collider, and scripting rotation-based attack with player input and cooldown.
Implement a sword attack cooldown in Unity by adding cooldown timer and cooldown duration, control swing speed, and use a coroutine to wait for the attack duration before resetting rotation.
Learn to implement a private isAttacking variable and a ternary operator in update to switch between swinging speed and cooldown speed, and adjust sword size and collider for responsive combat.
Design and prototype a simple bomb in Unity by creating a bomb object, applying materials, adding colliders and a rigidbody to enable physics, and preparing for dynamic instantiation.
Create a bomb script in Unity with C# and attach it to the ball. Set duration and radius, countdown with Time.deltaTime, then destroy the ball when time expires.
Learn to implement an explosion radius in unity with physics.overlapsphere, detect hit colliders, trigger a brief explosion effect, and destroy the bomb.
Convert a bomb into a prefab, instantiate it in front of the player, apply a normalized forward-and-up throw direction with rigidbody.AddForce, and enforce a limit of five bombs.
Create a blue ball weapon and an arrow inventory in Unity by spawning forward arrows from a ball script, using rigidbody motion, colliders, and arrow lifetime to manage attacks.
Swap weapons by toggling active sword and bow game objects with X and Z keys, showing sword while hiding bow, and vice versa, starting with the ball hidden.
Create a simple, stationary enemy in Unity, implement a base enemy class with an overridable hit method, and connect sword, arrow, and bomb interactions to reduce health and destroy it.
Create a strong enemy in Unity with a red model, a rigidbody and box collider, set health to ten, and expose a public isAttacking property to count hits when attacking.
Increase the box collider size on the X and Z axes and the Y dimension to create a larger hit area, enabling collisions and an approach acceptable to players.
Implement patrolling logic in Unity by configuring a directions array, time to change, and movement speed, driving a Rigidbody with velocity to propel enemies along a path.
Create a rotating shooting enemy that periodically turns to hit the player, sets up a bullet spawn, and uses scripts, colliders, and a rotation timer with lerp for 90-degree increments.
Create an enemy bullet in Unity using a 3D sphere with isTrigger collider and gravity-free rigidbody, then set up a prefab-based shooting timer that spawns bullets forward from the enemy.
Detect collisions between the player and enemies or bullets with on trigger enter and on collision enter, then update health and apply knockback, destroying the player at zero.
Build a follow camera in Unity by scripting a game camera that tracks the player with an adjustable offset and uses linear interpolation for smooth focus.
Design a reactive game interface in Unity by building a canvas with text elements and overlays, and scripting a scene controller to show health, bombs, and arrows.
Build a heart-based health bar by creating a heart container with five heart objects, then use a for loop to activate or deactivate hearts according to the player's health.
Design a Unity main menu with a start button that loads level 1, include clear UI text, create a scene manager script, and add scenes to build settings.
Learn to create and shape terrain in Unity, using raise and lower tools, brush types, painting textures, and height sampling to design playable landscapes.
Import the environment package and textures, then paint grass, mud, rock, and sand to shape terrain. Use tiling textures, brushes, normal maps, and trees to create mountains, beaches, and transitions.
Place trees with a brush by selecting a tree prefab (broadleaf or conifer) and adjust density and size, then add grass using billboard textures and tune wind.
Create a small pool by shaping terrain and carving a hole, then add water with day or night prefabs, adjust scale and height, and explore ocean and water quality options.
Apply sun flare and camera effects to enhance Unity visuals. Import the assets improve package, add sun flares, and use bloom and color correction for richer lighting.
Create a Unity level terrain by adding a terrain object, applying textures like grass and cliff albedo, and placing trees and grass details for a natural landscape ready for testing.
Import the Unity package, organize project folders, and place the dungeon entrance and dungeon mountain in the scene. Add mesh colliders and position the player for the next lesson.
Create a basic teleporter in Unity by placing an empty object near the door. Attach a trigger box collider, wire an exit teleporter, apply a forward offset to avoid loops.
Using the dungeon build assets, position and duplicate walls to create corridors and exits, adjust terrain and teleporters, and test with play to ensure solid collision and seamless dungeon flow.
Drag shooting enemies into the dungeon, adjust their rotation and starting angles to create challenging guards. Duplicate them for varied positions and use bombs to clear paths, enhancing level design.
Add a strong enemy and several simple enemies, place them around the dungeon with a trap and guarded doors, adjust patrols on x and z, and replace the box collider.
Adjust colliders to enable stair traversal, design a dungeon-filled level with enemies and cannons, position spawn areas, and polish terrain and weapons to create a playable Unity game environment.
"Incredibly essential for a beginner such as myself. I have attempted to figure out Unity on my own and was completely lost even with the system's free tutorials. This is giving me exactly what I need to know in a step-by-step explanation"
"It's really good so far, they are not making me paste lots of code like other tutorials which means I can learn." - Eivis T.
"Very detailed explanation." - Gonzalo C.
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This beginner's course has 2 parts! In Part 1, you build a 3D Legend of Zenda game in Unity® and Blender. In Part 2, you learn Android app development by making apps from scratch.
This course is unique because we make both the code and the art for the game from scratch. We teach you the fundamentals of designing, coding, and modeling a 3D game.
First you design the game "The Legend of Zenda" and its functionality in Unity®. You learn how to code in C# and build video game levels.
Don't worry if you've never coded before. We start simple and add more to the game as the course goes on.
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:
Unreal Engine 4 & Android Development: Make 6 Games, 12 Apps
The ultimate Android course for complete beginners
Universal App Development: Code and Make Apps in C# and Java
Complete Unity and Android Development: Build Games and Apps
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
Professional Game Development: 3D Modeling and Unity C#
28 Low Poly Models and a Unity® Game - Complete 3D Developer
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®.
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.
Have you ever wanted to learn how to make Android apps? Chances are you have tried but haven't got anywhere. Sometimes the tutorials are either too basic or too complex. What you need is a pre-planned curriculum that shows you how to build apps.
Look no further because this course is the Number 1 course that will show you how to build apps for Android. Reach a ton of people with your amazing idea today.
Enroll today!