
This is a theoretical video. You can skip this video
This is a theoretical video. You can skip this video
This is a theoretical video. You can skip this video
This is a theoretical video. You can skip this video
This is a theoretical video. You can skip this video
Create four levels in Unity using prefabs, with castle and star sprites, interactive UI button, and a basic c# script deriving from Monobehavior; master anchors to adapt to resolutions.
This is a theoretical video. You can skip this video
This is a theoretical video. You can skip this video
This is a theoretical video. You can skip this video
Learn to implement a map hero in Unity that moves between levels via button clicks, using a hero object, level progress tracking, and transform position updates.
This is a theoretical video. You can skip this video
This is a theoretical video. You can skip this video
This is a theoretical video. You can skip this video
This is a theoretical video. You can skip this video
Learn to move objects in Unity using the transform component, Vector2, and the move towards method to guide a hero toward a castle. Apply Time.deltaTime to speed for consistent motion.
This is a theoretical video. You can skip this video
This is a theoretical video. You can skip this video
This is a theoretical video. You can skip this video
Create curved roads for a Unity strategy game using Bezier curves with control points and linear interpolation, enabling the hero to move along routes between start and end.
Learn practical, code-free techniques in Unity to handle aspect ratio across devices by using canvas settings, match properties, anchors, and parent-child relationships to keep routes and roads correctly aligned.
Move a hero along a curved Bezier path between castles while preserving saved progress. Refactor routes, lerp timing, and reversal to enable forward and backward navigation.
This is a theoretical video. You can skip this video
This is a theoretical video. You can skip this video
Animate the hero in Unity with idle and run clips, an animator controller, and isMoving transitions; adjust the pivot point at the bottom for movement and disable clicks during motion.
This is a theoretical video. You can skip this video
create a battle scene in Unity that transfers level data between scenes using scriptable objects, storing round data and player progress to drive per-level backgrounds and completion stars.
Create a unit storage and drag-and-drop system to deploy armies in a Unity strategy game, enabling select, place, and replace actions and enemy deployment via a simple database.
Learn to instantiate hero icons in a Unity strategy game by building an icon prefab with image and frame, slicing sprites, and populating icons in storage via a for loop.
Learn how C# properties implement getters and setters, enforce encapsulation, and manage health in Unity scripts, including access modifiers, read-only/write-only properties, and auto properties.
Learn to drag icons in Unity using drag handlers and convert mouse position from screen to world coordinates so the icon follows the cursor.
Explore Unity's layer collision matrix to control collisions between the shield, fireball, and energy ball, and use ignore layer collisions and scripts to tailor interactions.
Explore how the collision interaction matrix in Unity guides interactions among dynamic, kinematic, and static rigid bodies, colliders and triggers, with notes on OnTriggerEnter and using velocity over transform.
Create a deployment area in Unity by using colliders and triggers to manage player and enemy fields, and implement draggable icons that instantiate pedestals for units.
Learn to resize an icon based on its penetration into a larger field collider by calculating the intersection area with Unity box colliders and scaling child objects.
Learn how to make Unity detect drag events with ExecuteEvents.Execute, create a deployment area prefab, and drive object spawning and dragging using IDragHandler and pointer event data.
Explore Unity coroutines to pause and sequence actions across frames using IEnumerator and yield, including WaitForSeconds, WaitForFixedUpdate, and WaitForEndOfFrame, to control health and damage timing.
Explore how the grid layout group positions icons in Unity, and learn two robust ways to disable it after icons are instantiated—on first pointer enter and with coroutines.
Learn to refactor the drag icon behavior in Unity, save icon coordinates after grid layout, and move icons back to their starting position with scaled adjustments before resuming gameplay.
Explore how move towards method and rigid body velocity move Unity objects toward a target, compare their behavior, stopping conditions, and practical uses for icon movement and collision handling.
Learn to build archer regiments in Unity using prefab variants, a hero base with scriptable objects, and a spawner that instantiates units at mapped coordinates.
Refine drag-and-drop deployment in Unity with Collider2D.OverlapCollider and a contact filter to detect overlapping colliders via OnTriggerEnter/Stay/Exit, permitting placement only when exactly one overlaps.
Learn to build an enemy army in unity by creating formations, using scriptable objects for regiment data, and randomly deploying formations through a deployment area and spawner system.
Explore building a real-time strategy battle in Unity, with armies moving, archers, catapults, trolls, and fireball-shooting mages, and create an editable architecture to add heroes and customize unit behavior.
Learn to program knights to march and stop at checkpoints in Unity, using Rigidbody movement, circle colliders, and a state-driven behavior for player and enemy units.
Explore constructors in Unity C#. Learn how default, overloaded, and private constructors initialize hex battlefield objects by adding components, calculating offsets, and assigning random sprites.
Discover the state pattern in Unity by encapsulating knight states (idle, move, attack, victory, death) into separate classes, enabling clear transitions and discussing advantages and disadvantages.
Import the Unity package from the Materials folder, override only animations and sprites, then assign animator controllers to all heroes, learning the five clips: idle, move, attack, death, victory.
Refactor a Unity strategy game to use the state pattern, creating unit state classes and a move script that drives knights toward enemies with coroutines.
Develop a flexible targeting system in Unity with a base FindTarget class and a derived FindTargetMelee for knights to seek the closest enemy, while filling unit collections in Awake.
Explore how to use the OverlapCircleAll method to detect enemies within a knight’s attack range and trigger the isOnAttack state, using a FindTarget melee class and a coroutine.
Implement a strategy pattern in Unity to encapsulate attack behaviors via an IAttackType interface, enabling knights to deal and take damage using modular attack classes.
Implement OnDeath and OnVictory states in a Unity strategy game. Manage death and victory animations and remove dead units from the units collection for accurate gameplay lifecycle.
Learn to expand a unity battlefield by adding knights and archers, implementing marching and combat states, collision responses, target finding, and performance-friendly scripting practices.
Learn to create a Unity archery system that fires arrows in an arc using simple geometry, parabola calculations, and dynamic rotation to hit moving targets.
Master object pooling by reusing arrows via a queue to let archers shoot more often, animate arrow flight, and instantly return arrows to the start position for repeated targets.
Learn to teach a Unity catapult to fire a stone in an arc, using 2D physics, gravity, and velocity vectors to home in on a target. Explore how the tutorial adjusts stone position, leverages a launch angle, and computes Vx and Vy from gravity to realize precise projectile motion.
Learn how a non-moving catapult targets enemies ahead, throws stones, and triggers splash damage with explosion effects using Unity prefabs, scripts, and animations.
Refactor the battle system to add mage units with unique behavior, teaching the mage to target highest health enemies, fire magic balls with splash damage, and extend the targeting framework.
Learn to complete the mage behavior in Unity: fire magic balls with splash damage, target the highest-health enemy, and implement the ball and splash damage scripts, prefabs, and targeting logic.
Develop the troll's melee behavior in Unity, enabling it to push back small enemies within a splash damage area using an overlap circle and state-driven flight logic.
Create army, deploy regiments, pick heroes and formation, destroy your enemies. You will be able to create a strategy game from scratch. Learn c# and Unity. During this course you are going to learn how to create a map where a player can choose levels moving a hero from one level to another. A hero will move along the curved road so you are gonna learn how to move gameobjects along the curved line. You will learn how to deploy your army, create unique behavior for each unit. Throw stones, deal splash damage launch tons of arrows, fire magic balls, etc.
Strategy genre is very popular. However the knowledge you will gain in this course can be used for other genres as well, for example, for the genre of tower defense where monsters must move according to certain rules. Each video will be either practical or theoretical. You can skip the theoretical videos if you already know the topic of the lecture well.
Each video has the Unity package attached to it, scripting is supported by comments.
Captions:
English
Spanish (auto-generated)
German (auto-generated)
Polish (auto-generated)
French (auto-generated)
Japanese (auto-generated)
Russian (auto-generated)
Portuguese (auto-generated)
Turkish (auto-generated)
The topics covered:
Ideas shared:
How to teach a hero to move along a curved line?
How to distinguish completed levels from uncompleted levels?
How to manage scripts?
How to structure the data correctly?
How to make an arrow fly in an arc?
How to fire the projectile with Physics (Catapult fires)
Unity and C# topics
Basics of OOP
Animations
Else-If Statements
Variables, Types
Classes and Objects
Canvas and Images, anchors and aspect ratio
Object Pooling
Splash Damage
Prefabs, prefab variants in action
Arrays multi-dimensional array, jagged array
Design Patterns
Scriptable Objects
Physics2D;
Vectors
Collision matrices
C# Methods, ref, out, in
Coroutines
etc
The course is good for those who wants to save time . The course will be updated frequently for additional ideas.