
Set up a 2d android Unity project for an idle carrot clicker, import assets and a tween library, and create a main scene with a carrot icon and background.
Create an input manager to detect screen clicks with Input.GetMouseButtonDown, cast a ray from the main camera using ScreenPointToRay, and log a hit when the carrot collider is struck.
Implement a carrot counter in Unity by creating a carrot manager with a total carrots field and an on carrot clicked event that increments on each click.
Switch from a one-per-click counter to a dynamic carrot increment, review int limits, use double and Break Infinity Library for huge numbers, and preview saving and loading in Unity.
Learn to save and load carrot count in Unity using player preferences, with set string and get string, and convert to double, then test persistence.
Display a top carrot counter with text mesh pro, auto size and center alignment, using a font asset, and update the count in the carrot manager on load and click.
Create and attach a carrot script, subscribe to the carrot clicked event, and animate with LeanTween by scaling to 0.7 in 0.15s, using ping-pong looping and resetting on click.
Create a bonus particle that spawns on click, featuring a text mesh pro bonus text and a carrot icon; animated upward and fading out with an animator, plus a prefab.
Wire a bonus particles manager to the carrot click event, spawn prefabs at world space click position, and destroy them after one second to boost feedback in idle carrot clicker.
Begin implementing frenzy mode by replacing the carrot with outline and background on a world-space UI canvas, and use vertical fill to create feel, preparing to trigger frenzy by code.
Trigger frenzy mode by filling the carrot field; use the tween library to animate value changes and increase per-click carrots earned while frenzy mode is active.
boost carrot earnings in frenzy mode by applying a multiplier and updating the carrot increment via the carrot manager script in unity, with start and stop frenzy events.
Update bonus particles in Unity mobile game to show the current carrot multiplier using a bonus particle script, text mesh pro, and a configure method fed by the carrot manager.
Update the input manager to detect finger touches with the touch class and perform a raycast when a touch begins, using touch.position in a new raycast method.
Configure the Unity project for mobile, set company name, version, and icon, then build and test on a real device using the debug keystore. Enable 60 fps and test multi-touch input.
Implement an object pool for bonus particles in Unity using the Unity engine pool library to reuse particles and spawn at the correct positions for better performance.
Replace the triangle with a bunny, rotate it around the carrot using a rotator and speed, and spawn more bunnies as the auto click level rises.
Spawn bunnies around the rotator based on the auto click level, capped at 36, arranged in a circle with a radius and angle steps, facing outward.
Animate bunnies in a Unity idle carrot clicker by moving the renderer along the local y axis, looping movement, and cycling bunnies with a current index and delays.
Build a right side shop panel in Unity that opens and closes via a button, using rect transforms, anchored positions, and LeanTween animations.
Set up the upgrade shop UI in Unity by importing assets, creating a container with a shop label and icon, and adding a scroll view with a vertical layout group.
Design and implement the first upgrade button in Unity, with an icon, title, level, carats per second, and price, using a horizontal layout and a carrot icon.
The shop manager spawns upgrade buttons from an upgrade scriptable objects array, using icon, title, cps per level, base price, and a growth coefficient to calculate prices.
Configure upgrade buttons in Unity with an upgrade button script exposing icon, title, subtitle, and price, plus a setup method used by the shop manager to display level and price.
Learn to add a callback to the upgrade button to increase upgrade level, update visuals and price, and save levels with player preferences using f-zero price formatting.
Link the auto click manager to the upgrade system using a public singleton shop manager. Load data on start and upgrade the bunny clicker when the shop signals upgrades.
Purchase upgrades by checking the upgrade price, confirming you have enough carrots with the carrot manager, and calling tryPurchase to deduct the price and increase the upgrade level.
Create an upgrade manager that periodically adds carrots to all upgrades based on their per-level value and current level. Integrate with the shop manager and auto click manager.
Refactor the auto click and upgrade logic by centralizing carrot management in the shop manager and streamlining carrots per second calculations for offline earnings.
Implement an offline earnings manager that saves exit time with on application focus, loads it on awake, and calculates elapsed time in seconds to multiply by carats per second.
Learn to calculate offline earnings in Unity by loading the last date time, computing the elapsed time span, and multiplying by carats per second from the upgrade manager.
Implement an offline earnings panel in Unity for the idle carrot clicker game, featuring a claim button, carrot icon, and earnings label, with layout groups and styling.
Add offline earnings UI to the carrot clicker by wiring a claim button, configuring the earnings text, and displaying a popup from the offline earnings manager to reward with carrots.
Animate the offline earnings panel with an open animation that changes transparency and scales, and reward players by adding carrots when they click the claim button.
Learn to format large numbers in Unity idle games by building a static double utility that converts values to scientific notation with thresholds and a thousands separator.
Learn to implement idle notation in a Unity mobile game using an abbreviation enum and to idle notation, and enhance carrot updates with a frequency setting and scientific notation fallback.
Set up a daily rewards user interface panel in Unity to boost retention and engagement, using layout groups and prefabs for mobile, tested on iPhone 12 Pro Max.
Configure a dynamic daily rewards user interface by building a rewards manager and a reward container, using a serializable rewards data array in a prefab with carrot and upgrade types.
Implement a daily rewards manager in a Unity carrot clicker to track reward index with load and save data via PlayerPrefs, and award carrots or upgrades through a claim button.
Improve the daily rewards panel by adding a checkmark overlay when rewards are claimed, and update all reward containers via the daily rewards manager.
Implement a daily rewards panel in Unity by adding a day six bunny icon and a daily rewards UI script with open and close methods wired to toggle the panel.
Create a timer for the daily rewards by duplicating the claim button into a timer container and displaying hours, minutes, and seconds. Disable the claim button during the countdown.
Improve the daily rewards timer by saving and loading the last claim date time and closing the panel after a reward is claimed, while implementing data persistence and timer initialization.
Convert offline earnings and upgrade shop to idle notation with scientific thousands separators, refactor pricing with a get upgrade price method, and add a cps per second display.
Learn to boost the Unity editor inspector with property drawers. Display the daily reward’s type, icon, and upgrade index conditionally to streamline your workflow.
Hyper casual idle games have always been around as far as mobile games are concerned.
You’ve surely played, or heard about Cookie Clicker ? Let me introduce, Carrot Clicker (very original I know ^^)
Do you want to Learn how to bring your Clicker 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 Fun & Addictive Clicker Game (with carrots).
You will first learn how to Setup your Unity Project to target Mobile Devices.
You will learn how to Detect Clicks using two methods (Using the mouse in the first place, and then using your fingers ! So that you can click much faster)
Then, you will learn how to use Variable Types to your advantage, and the limitations of some of them.
You will learn about the Little Secrets of Tweening Libraries, to give a nice Polish to any game
All along the way, You will learn Good Coding Practices that will improve your coding architecture Skills
You will also learn how to fill an image to enhance the player experience drastically (This part is so fun)
You will implement a “Frenzy Mode” that will provide the player even more carrots for each touch !
And Finally, you will learn how to Build & Test your game on a real device
If there is an aspect of this genre that you want me to explore, leave a review and I’ll try to implement it ;).
If you’re ready to make your First Idle Clicker Game, don’t miss this opportunity.
Enroll now