
Create a fast-paced 2D local multiplayer game in Unity Netcode where players grab an egg, switch to vibrant color when holding it, and avoid being the first to run empty.
Set up a player controller to move horizontally using a mobile joystick, configure move speed, and test on Android with Unity Remote after importing the starter pack.
Egg snatchers use a custom wall detection system to validate movement with an overlap box and ground mask, preventing wall passage in Unity Netcode multiplayer.
Replace the box collider with a capsule collider and use overlap capsule to detect collisions, calculating center, offset, and half height from the capsule radius to prevent passing through walls.
Use a ground detector box collider and overlap box in Unity with the ground mask to detect grounding and enable jumps only when grounded.
Explore a simple two-state vertical movement system in Unity using a basic state machine to switch between grounded and air and simulate falling, jumping, and landing with gravity.
Improve landing reliability by refining gravity, ground detection, and collision handling with raycasts to snap the player to the closest ground point and prevent going through the ground.
Add trampoline logic in Unity by using a trampoline layer mask, detecting trampolines via an overlap box from the ground detector, and triggering a jump with a jump speed.
Detect ceilings with a ground-based raycast to find the max height, set the target y by the player height, and reset vertical velocity; compare sphere cast and overlap sphere methods.
Improve ceiling detection in Unity by using overlap capsule results and collider.closestPoint to determine the max y, then use the first collider or a raycast to validate ground.
Create an animator controller with a blend tree for idle, walk, and run, controlled by an x speed parameter and a facing adjustment using local scale.
Implement jump, air, and land animations in Unity by updating the animator with a blend tree and linking jump start, jump, fall, and land clips to the player controller.
Set up netcode in Unity by adding a network manager, assign a player prefab with a network object, configure Unity Transport, and test hosting to spawn the first network object.
Fix mobile joystick and add a second player in the same scene by implementing an input manager singleton to relay movement from the joystick for multiplayer testing with parallel sync.
Learn to synchronize host and client movement in a 2D Unity netcode setup by using client authoritative network transform and is owner checks.
Use the owner network animator for instant local feedback and replace the default network animator. Sync blend trees and x speed to align idle and moving animations across clients.
Master rpcs in unity netcode by applying the rpc attribute and suffix to sync a player's x speed between client and server, and configure send to everyone or not-me targets.
Learn to use Cinemachine to manage a local multiplayer camera in Unity Netcode, configuring a target group, a virtual camera, and weight-based focus on server and client players.
Create a camera manager to configure a Cinemachine target group, assign player controllers, and balance local and network targets with weights for smooth, server or local camera updates.
Learn to optimize the target group update in Unity netcode by using server started and client connected callbacks, a proper network behavior, and RPCs to sync across server and clients.
Add an egg object with a sprite renderer and collider, detect it with an egg mask and overlap capsule, and hold it above the head by parenting; manage with isHoldingEgg.
Discover how to manage a networked egg in Unity netcode by running detection on the server, using a network transform for position, and enabling local space updates for smooth movement.
Improve egg stealing in a Unity netcode game by using the egg’s parent and player detection to steal from others or grab when unheld, with a coroutine delay.
Create an egg manager to spawn the egg prefab at a random spawn position when the game starts, with the server handling network spawning and using the network prefabs list.
Learn to place players at randomized spawn positions in Unity netcode, using a server-driven placement and client RPCs to sync each player's transform.
Create a server-driven game manager to wait for two players, switch to game state when ready, and control movement until then using RPCs in Unity Netcode.
Develop a server-authoritative player fill mechanic with a custom shader that uses a fill amount, y offset, and height for each renderer. The player field manager stores players and updates their fill via RPCs during gameplay.
Enhance the player fill mechanic in a Unity netcode game by updating renderers, clamping fill amounts between 0 and 1, and detecting empty fills for game over.
Implement a win/lose state system around the player field mechanic for two players, triggering game over when a field is empty and syncing results via server RPCs.
Demonstrates fixing network event handling by unsubscribing in on network despawn across managers, and implementing a UI manager to toggle game, win, and lose panels based on game state.
Build networked power ups in Unity netcode: bolt speed and invisibility, with a power up script and enum, network spawning, and player detection for applying effects.
Create a networked power-up manager that spawns random power-ups at random spawn positions on the server every five seconds using coroutines, spawning over the network.
Detect power ups using a layer mask, grab and apply the bolt power up, and reset speed with a coroutine, while ensuring the egg holder cannot collect power ups.
Implement an invisibility power-up in egg snatchers by duplicating bolt power-up prefab, wiring a player renderer to hide players on both server and client, and using RPCs to adjust transparency.
Enhance the invisibility power up in a Unity netcode game by fading transparency with an animation curve and lean tween, preventing double use after 10 seconds via an RPC.
Set up a multi-scene local multiplayer flow in Unity with a menu, create and join buttons, and automated IP discovery to connect players.
Set up a host in Unity netcode with a local game manager, configure Unity transport using the local IPv4 address and port 7777, and implement a create button callback.
Create a local UI manager for multiplayer, manage menu, waiting, network scan, and joining panels, and implement local game state handling with buttons to switch states and stop the server.
Learn to wire the join button to open IP search panel, switch the local game state to scanning, and drive a Unity IP scanner that pings the local IP range.
Improve the IP scanner by implementing a timeout with a timer, manage coroutines, and spawn an IP button for every detected IP using a prefab, enabling join actions.
Hey Guys,
Let's Create a Fast-Paced and Hilarious 2D Multiplayer Game in Unity!
If you’re excited to develop a Local Multiplayer game that’s all about strategy, speed, and a little bit of chaos, then you’re in the right place!
In this course, I’m diving deep into every aspect of game development to create an egg-citing game where the goal is simple—Grab the Egg and don’t let go! But beware, this is no ordinary egg hunt.
Your Characters will undergo a unique transformation. They’ll Lose Color when they’re not holding the egg. But as soon as they snatch that egg, they’ll Fill with vibrant color, making them the center of attention. And here’s the twist—if you’re the first to be completely empty, you lose!
We’ll start by setting up a Rock-Solid Foundation for our Character Controller.
Then, you’ll learn how to implement an IP Scanner to make connecting with your friends a breeze. No more complicated setups—just straight-up multiplayer fun!
Once everything is set up, it’s time to Jump into the action!
We’ll cover aspects of Game Dev & Unity Netcode to ensure your game is not only fun to play but also looks great and runs smoothly.
From coding responsive controls to custom physics that make the jump pads feel just right, you’ll gain a comprehensive understanding of Unity’s powerful tools.
I’ll show you how to architect your game for Local Multiplayer, ensuring that everyone has a blast. I’ll even throw in some Tips & Tricks to make sure your development process is as smooth as possible.
And of course, I’ll top it off with some Final Polish—adding sound effects, haptics, and vibrant particles to make every jump, grab, and victory feel amazing! (Coming Soon)
There’s even more to the course, so make sure to check out the Curriculum. I’ve kept a few surprises to keep you on your toes!
Are you ready to level up your game development skills and create an Egg-cellent Multiplayer Game? Join me on this thrilling journey, Enroll now!
Extra Packages!
P.S. Don’t forget to grab the Complete Source Code attached to the last lesson (Just before the Bonus Lecture). You’ll definitely want to dive into that!
P.S. bis : Admob implementation is coming in the upcoming weeks too =)