
Build a battle pass system in Unity from scratch with progression tracking, rewards, and dynamic content unlocking, then add user interfaces and daily rewards for casual and hyper casual games.
Explore the battle pass UI in Unity, from canvas and containers to masks, outlines, and layout groups, and learn to organize progress, season timer, and rewards.
Organize the battle pass data in a season scriptable object with duration hours, days, and compound and golden rewards by type and amount. Ensure data validity and proper playtime formatting.
Load the current season from player preferences, validate its index, and spawn and initialize day-based reward containers for the season.
Explore configuring the reward container, golden reward container, and level container in a unity battle pass setup, including prefab variants, UI layouts, unlock and claim logic, and sprite mapping.
Examine the initialize day method in the battle pass system, determine unlock and claimed states for normal and golden rewards using level checks and player prefs, and configure reward containers.
Compute target level as current plus one, unlock the current reward if not at max, then increment level and update the slider; cover golden ticket purchase flow and saving progress.
Master the claim reward method in Unity's battle pass by using the reward container and the appropriate reward key (golden or standard), saving state and triggering the reward panel.
Explore implementing an XP system in Unity, loading and increasing XP, validating season status, triggering level ups, and updating a slider with the relative XP.
Explore building a battle pass system in unity with a responsive slider and badger visuals, covering initialization, season completion logic, relative XP calculations, and updating level and XP displays.
Learn to implement a season timer in Unity for a battle pass, loading and saving last play time with UTC, and updating the timer text with a time span formatter.
learn to save and load battle pass data using boolean flags and keys to persist level and xp, while static methods control the UI and season resets.
Learn to implement and refine the battle pass user interface in Unity, including show/hide panels, reward claim logic, and configuring rewards with canvas groups, layouts, and animations.
Explore building a multi-page UI in Unity for mobile games with five pages—world, talent, events, equipment, and shop—featuring smooth horizontal scrolling, popups, floating nodes, looping scroll, and 3D UI objects.
Set up bottom right page buttons with a horizontal layout group, five buttons, and layout elements to emphasize the selected button by widening it via a tween.
Master the implementation of a custom scroll zone in Unity using RectTransform to navigate UI pages without a ScrollRect. Explore drag distance thresholds for horizontal scrolling.
Learn to implement closable popups in Unity using a dedicated popup canvas, a singleton popup manager, prefab popups, and a reusable UI popup base for flexible behavior.
Create floating notes in Unity to display a title and description that adapt to world space position with a container and pointer, managed by the floating node manager.
Create a looping horizontal scroll view in Unity by building a custom script, managing content, a viewport mask, and element switching with drag actions and center alignment.
Display 3d models in the user interface by rendering world elements to a render texture with a secondary camera and feeding it to a raw image in Unity.
Set up a daily mission system in Unity 6 using an enum for mission types and ScriptableObjects to store mission data (type, target, icon) under a daily missions namespace.
Design a mission system in Unity by building a non-monobehaviour mission class and a singleton mission manager, using serializable mission data, a target amount, and increment logic.
Add an is complete flag and enforce completion checks to prevent repeating missions, then instantiate UI mission containers from a prefab and render active missions with UI manager in Unity.
Assemble a Unity UI mission container using a horizontal layout with a left icon, a middle label and slider, and a right progress and claim section.
Configure the ui mission container and its prefab via the mission manager, wiring elements like the xp icon, reward text, label, progress slider, and check icon.
Configure the user interface mission container to display progress by computing a progress value from amount and target, updating the slider and progress text, and wiring visuals for mission updates.
Create reactive UI visuals for missions by adding updated and completed actions, subscribing to them in the mission manager, and updating UI mission containers using the mission index.
Implement and refine the mission claim logic in Unity, updating visuals based on progress and toggling in-progress, claim button, and check icon when complete, with callbacks to UI mission manager.
Implement a claim workflow in mission system: mark the active mission as claimed and complete, expose an is_claimed flag, trigger handle mission claimed for index, and prepare the top slider.
Create a Unity reward system using enums for reward types and a reward group data scriptable object, defining milestones with icons, required XP, and a rewards array to drive slider.
Learn to build a Unity UI slider for the daily missions system by creating a slider item prefab with an icon and label, plus an item configuration script.
Learn how to implement a main mission slider in Unity, initialize its max value from reward milestones, track player XP, and update the slider via an XP updated event.
Learn to create UI particles in Unity with the Particle Effect for UI library, configuring a diamond particle system, a UI attractor, bursts, and XP-driven mission rewards.
Enhance your Unity UI by instantiating diamond particle effects at the screen center when missions are claimed, wiring prefabs to the canvas, and managing cleanup or pooling.
Instantiate the diamond slider item, configure its currency icon and label, spawn it under the items parent, and set up an attractor initialization action to initialize the UI particle attractor.
Instantiate and configure all reward milestone slider items from data, wiring their buttons to open rewards, then place them along the slider with spacing after one frame for UI initialization.
Update the diamonds xp text and animate slider items at milestones, by exposing the text, updating xp, and checking and enabling rewards with a last reward index.
Implement the UI reward popup in Unity: validate rewards, open the reward popup, configure the popup and reward containers, and manage last reward index to unlock rewards.
Learn to build a Unity UI reward system by creating a reward container script, a reward popup, and a manager to instantiate and configure reward entries, with animations and placeholders.
Finalize the mission slider in Unity by using a boolean items opened array to prevent multiple reward opens and refactor to a UI slider items list for cleaner animation control.
Implement a mission timer in Unity by reusing the battle pass timer, wiring a mission manager, and configuring start and end times for daily missions.
Learn to save and load Unity data with a single prefab, key timers for start and end times, and arrays for XP, amounts, and claimed states, including error handling.
Update UI mission container with amount and claimed state from data and refresh XP text. Add update visuals method to refresh slider and XP and diamonds.
Learn to save and load mission progress in Unity by reordering claimed missions to the bottom, and save last reward index and opened items for the main slider.
In Unity, implement a save coroutine that runs every five seconds when needed, reset and reinitialize missions, clear saved data, and expose a rewards event to hook external reward handlers.
Learn to build a reusable reward sprite mapper in Unity using ScriptableObject maps and a static reward sprite mapper to supply icons for UI rewards, via a resources folder.
Implement a mission description mapper and data-driven map system in Unity to generate dynamic mission text from mission type and target, using scriptable objects and mappers.
Set up a chest reward system in Unity using a starter pack, prefabs, and animations to deliver a reusable, platform-ready solution for mobile games.
Create a modular chest reward system with a reward chest script, open on input, and limit rewards to three by tracking a reward index and scaling the chest after completion.
Learn to animate reward cards from a chest in Unity by creating a reward chest animator, spawning card prefabs, and configuring UI elements and tweened card movements.
Create a polished card grid by adding a custom birdie grid layout group to center items, configure cell size and spacing, and animate card reveal with scale and delay.
Configure chest rewards by creating scriptable objects for chest reward data, linking the chest prefab, and defining reward entries with min and max amounts to populate chests.
Instantiate and configure chest rewards by linking chest reward data to a chest prefab. Build and configure reward cards with name, icon, and amount.
Develop a flexible chest reward system by introducing a reward format enum and reward list data, enabling fixed or list-based rewards with random selection.
Define a reward action enum and configure rewards with ScriptableObject, then use a chest reward manager to grant currency, premium currency, or items via callbacks.
Implement a chest reward UI in Unity by adding an okay button, wiring its callback, and showing or hiding the chest, background, and rewards with show and hide methods.
Show the chest reward panel by toggling visibility, clearing and reinitializing the cards, and using current chest reward data to drive the UI.
Create the first chest spot user interface in Unity by building a chest spots container with a horizontal layout, circle icons, and a prefab with a chest spot script.
Spawn a chest image at the center, instantiate a chest image prefab, and move it to the next empty chest spot with the chest spots manager and chest reward data.
Configure the chest spot to start disabled, spawn chests, and reveal opening options via a timer or premium price, wiring in the chest spots manager and UI updates.
Learn to implement and configure a chest popup in Unity, wiring a chest spots manager to show a reusable UI with rarity, rewards, timer, and premium, video, or start options.
Configure rewards in a Unity mobile game by setting up the popup, reward item prefabs, and populating icons, names, and amounts from chest reward data, plus timer and button configurations.
Configure the chest UI by handling opening versus non-opening spots, implement a timer display, and wire the video ad and premium purchase buttons with the premium price.
Configure premium elements in chest pop up by wiring the awake method and the premium, video, and start buttons' on-click listeners; manage opening logic with a chest spots manager timer.
Configure the chest popup timer and sprite-based display. Implement a countdown coroutine and a timer updated event to refresh the user interface.
Configure responsive UI controls for chest popups in a Unity mobile game: manage timer-driven button states (premium, video, start) and openable status for correct chest opening.
Learn to implement an interactive chest system in Unity: toggle chest openable from a popup, pass chest reward data, manage UI elements and opening sequences, and update rewards and visuals.
Learn to dynamically update the premium price as chest timers run, handle premium and video purchases, and reflect changes in the chest popup UI using the chest spots manager.
Learn to save and load chest spot states in Unity using Sigil, linking chest reward data to saved indices, and spawn chests from load with instant placement.
Implement a robust save and load system for a Unity mobile game by saving and loading the timer, opening chest spots, and last played time to preserve state across sessions.
Learn to save and load chest opening spots, manage timers and a timer coroutine, and handle premium currency and purchases for chests.
Create a Unity editor property drawer for reward entry data, rendering format, reward list, and min/max amount fields. Use foldouts and indentation for a clean, collapsible editor UI.
Hey there !
Are you ready to level up your mobile game development skills?
In this course, you'll start by learning how to implement a fully functional Battle Pass system, one of the most popular and effective ways to engage players and increase revenue in games.
You'll walk through the entire process from start to finish, ensuring you understand how to build this Rewarding System from scratch in Unity, complete with Progression Tracking, Rewards, and Dynamic Content Unlocking.
But that's just the beginning!
This course is designed to Evolve, just like your skills. Over time, I'll be adding more mechanics that are essential for casual and hypercasual games.
From Slick & Modern User Interfaces to Daily Rewards, from Hypercasual Game Mechanics to Casual ones, you'll continuously grow your toolkit of game systems that can take your mobile game ideas to the next level.
Each mechanic is explained with real-world applications, ensuring you're ready to use them in your own projects right away.
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Quick Note : I'm always open to new ideas, so feel free to let me know which systems or mechanics you'd like to learn about! This course will evolve with your input, ensuring you're learning the most valuable tools to succeed in mobile game development.
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Not only will you gain a deep understanding of how these systems work, but you'll also be able to apply them creatively in a variety of game genres.
Whether you're building your first mobile game or refining an existing one, this course will give you the Skills and Confidence to stand out in a crowded market.
Get started today, and stay tuned as more mechanics are added to keep your game fresh, fun, and profitable!
P.S. : You can download any System as a Package, they are attached to the last lesson of each section.
Have Fun !