
Create a new Unity project for a mobile farming game, switch the platform to Android, configure 3D URP for Shader Graph work, and disable post-processing to keep the scene simple.
Import a hypercasual humanoid from the Unity Asset Store and set up a blue material. Grab idle, run, water, and harvest animations from Mixamo to animate the player.
Attach Mixamo animations in Unity by adding an animator to the player renderer, creating an animator controller, and looping idle and run states.
Create a reusable mobile joystick in Unity by building a new scene with a scaled canvas, an outline and knob, then attach a mobile joystick script.
Learn to implement a mobile joystick in Unity by creating a joystick zone, wiring a pointer down event, and repositioning the joystick outline at the click location.
Finalize the mobile joystick by implementing show and hide methods, toggling the outline active state, and enabling controlled movement of the knob via a canControl flag and update loop.
Polish the mobile joystick by clamping move magnitude within the outline, normalizing direction to a move vector, and exposing it for other scripts, with hiding on release.
Learn to implement a mobile joystick in a prefab, attach a player controller, and drive movement with a calibrated move vector using the character controller, delta time, and screen-width adjustments.
Synchronize player animations with movement by implementing a manage animations method that switches to run when move vector magnitude is greater than zero and to idle otherwise, using Unity animator.
Polish the player animations by scaling run speed with the joystick using a move speed float parameter and a move speed multiplier, and align the player's facing with movement.
Learn to set up Cinemachine virtual camera to follow and look at the player, adjust follow offset and damping, and save values during play for smooth camera behavior.
Create seed particles with a sphere renderer and seed material, apply gravity, set world-space collisions with the ground, and emit in bursts for the sewing animation.
Add the sowing animation from Mixamo and merge it with running using an upper-body layer and an avatar mask. Adjust weights and trigger seed particle systems when throwing.
Use animation events in Unity to trigger seed particles from the sowing animation via the player's animator, adjust particle position and start speed (1–5), and prepare for crop tiles.
Learn to build a Unity crop field by creating a crop tile and a tiles container, arranging tiles in a grid, and enabling trigger-driven animations when the player enters.
Implement the player sewing ability to sow seeds on crop tiles by detecting entry with OnTriggerEnter, then play the sowing animation and stop it on exit by adjusting layer weight.
Learn how actions, as delegates with no return value, decouple code to improve readability, debugging, and testing, then declare, assign, and invoke actions with up to 16 arguments.
Learn how to add arguments to actions in Unity, test increment and double operations on integers, and call actions with seven to produce eight and fourteen, while exploring argument types.
Use actions to decouple spaghetti code by turning actions static, subscribing in audio and UI managers, and handling health updates with events while safely unsubscribing on destroy.
Create a seed particles script to detect seed collisions with the ground using on particle collision, collect collision positions from the particle system, and invoke the on seeds collided action.
Subscribe to the seed particles collision event and forward collision positions to the crop field, validating the crop field's collider and handling seed positions via a seeds collided callback.
Implement the get closest crop tile algorithm by looping through stored crop tiles, computing distance to each seed position, and planting seeds in the nearest tile.
Center and expand crop field tiles, adjust collider to 4x4, and implement a crop tile state machine with empty, sown, and watered states to enable sowing with a test sphere.
Grab a corn crop model from Sketchfab, convert it to FBX via Blender, and import it into Unity to place your first crop in the hybrid casual game.
Create a scriptable object to hold crop data and link it to the corn prefab, then instantiate crops in the field using that data and spawn under a crop parent.
Resize the corn prefab, seed field tiles, and manage the field state—from empty to sown to watered—using actions and a field fully sown event to stop seeds.
Create a bottom tool selector UI in Unity, with a horizontal layout of seed, water, and harvest buttons, using icons, TextMesh Pro, anchoring, padding, spacing, and shadows.
Create a Unity player tool selector with a C# script and enum tools, wire onClick callbacks, track active tool by index, and update button images to show selection.
Implement a robust tool selection system in Unity, adding booleans for sow, water, and harvest, and wire up tool-switch events to control crop-field interactions.
Set up water particles by duplicating seed particles, applying a bluish shader, adjust color and rate over time, avoid bursts, and enable trails with lifetime, width, and size over lifetime.
Set up a water particles script and a player water ability in Unity, reusing the seed particle logic to water fully sown crop fields and trigger animations.
Link the player animator to water particles in Unity using a dedicated water layer and animation, and trigger water effects with animation events.
Add a watering can model in Unity, import as fbx, adjust textures and materials, and align it with the right hand, then set up water particles to emit from animation.
Implement water collision logic to water sown crop tiles with the player water ability, track watered tiles, and trigger the fully watered state with animation stop.
Learn to visually signal watered tiles by darkening the tile material and to grow crops by scaling the crop model when watered, with debugging steps for watering logic.
Improve visual feedback in Unity by smoothing corn crop and tile graphics through coroutines or LeanTween, using color lerp and one-line tween with easing.
Learn to manage crop fields in Unity by reacting to the fully watered event, instantly sowing tiles with inspector buttons, and exploring shader graph interactions between crops and the player.
Build a Unity URP shader graph that makes crops respond to player, apply a crop shader to corn prefabs, and drive the effect with a script using the player position.
Create an unlit water shader in Unity with a shader graph, combining main and secondary colors using Voronoi or gradient noise, and animate with time-based ripple, tiling and offset.
Create and apply a customizable outline to the player using a URP unlit shader. Adjust outline thickness and color, and switch to back-face rendering for a clean outline.
Improve the outline shader with the scriptable render pipeline and switch to the balanced renderer. Use an outline layer; render objects to display the outline before the player as transparent.
Improve shadows in a Unity URP project by adjusting shadow distance and cascade count for sharper shadows, and refine ground texture tiling and color for a cohesive look.
Hybrid Casual is the next trend after Hyper Casual ( or hypercasual depending on how you write it ;) )
Have you ever wondered how those addictive trendy Hybrid Casual Mobile Games were made ?
Do you want to Learn how to bring your Hybrid Casual Game Idea to Life ?
Well, you’re at the Right Place!
In this exciting course, you will learn all of the different aspects of making a complete Hybrid Casual Game.
You will first learn how to Setup your Unity Project to target Mobile Devices.
You will learn how to add a Dynamic Joystick to move your character around in a smooth way. You’ll also go one step further and make the Joystick Responsive, it will feel good on All Screen Resolutions!
Then, I’ll show a nice way to grab Free Animations for your 3D Characters!
You will learn about the Little Secrets of the Animator Component and how to merge 2 animations into one ! How awesome is that ?
By writing your own Distance Check Algorithm & Crafting a Solid Game Architecture, you will develop the skills to have a bird’s eye view over your project. Right when creating your next project, you will be able to Design 80% of your objects interactions ! ( The rest is magic ^^ )
If Shader Graph is not your thing, you will now Develop that skill as you’ll learn how to make a simple & cute Water Shader, a Dynamic Crop Shader to allow Player Crop interactions, and an Outline Shader !
Have you seen those Shiny Particles in mobile games, that smoothly move towards the UI, well, you’ll also learn how to Master that! You will control the Unity Particle System to move them around however you want !
Along the way, I will show you some Tips & Tricks that will Save you a bunch of Time during your game dev journey !
There is so much you will learn in this course, that I must avoid unveiling some of the aspects in this description.
If you’re ready to Master New Concepts on Hybrid Casual Mobile Games, don’t miss this opportunity.
Enroll now