
Build a full medium-sized game and break it into sections, teaching grid-based level design, rail-like movement, AI navigation, and a state machine for monster behavior.
Explore how connecting small Unity systems challenges mid-scale projects. Assess prerequisites like basic Unity familiarity and ten hours of experience for this intermediate course.
Set up a Unity 6 2D project in Unity Hub with the built-in render pipeline for a minimal, Cookie Man project workflow.
In case you want to learn more about Unity VC, check out this course:
https://www.udemy.com/course/unity-version-control-with-unity-6
Explore how to import and configure 2D assets and sprite settings in Unity, including texture type, sprite mode, compression, filter, and pixels per unit for grid-aligned gameplay.
Organize sprite sheets and atlases for the Cookie Man game by grouping assets into three Unity-ready images aligned to a 128 by 128 grid with padding to prevent texture bleeding.
Learn how Unity uses sprite maps and rule tiles to generate level layouts from abstract geometric shapes, automating tile placement with rules rather than manual drawing.
Transform imported sprites into tiles, then add them to a tile palette. Use the tiles on a tile map to draw in your Unity scene.
Connect the roof tile to a tile palette, create a tile map and palette prefab in assets, and learn rule tiles and palette painting.
Define rules for tiles by using the inspector to set neighbor-based conditions, using green arrows and red crosses to apply sprites for center and edges.
Learn how to implement custom rule tiles in Unity by defining inner tiles, checking neighbors in the rule match method, and drawing rooms with vertical, horizontal, and edge rules.
Learn to draw castles in unity with rule tiles, a tile map, and prefabs, switching between 2d and 3d views while adjusting the grid swizzle to the x z axis.
Create a lightweight, non-monobehaviour grid system in Unity. Build a 2D array of grid objects that store their cell positions, with a grid manager to initialize and expose cells.
Learn how to make a Unity grid position independent by adding a grid renderer that translates grid cells to world space using the level origin, keeping the grid math simple.
Learn to combine raycast targets with grid logic by converting world position to a grid cell, translating input vectors to directions, and retrieving the neighbor's center position.
Replace raycasts with a grid-based movement system that uses walkable and wall cell types to validate neighbors, via a dedicated grid API and neighbor checks. Verify the grid visually.
Buffer the previous and current input directions to drive movement. Use a grid-based target system and a center-of-cell check to switch targets and move in the chosen direction.
Import and merge grid scripts into course project, resolve conflicts, export grid and player movement packages. Update grid initialization to support path tiles and enable movement in play mode.
Refactors and extends the grid API to determine neighbor cells, validate walkable neighbors from world positions and directions, and compute neighbor positions and cell centers for movement.
Learn how the animation controller uses a state machine to pick a single animation clip, switching between rotate right and rotate left through transitions and parameters in Unity.
Learn to create sprite sheet animations in Unity by slicing sprites, building left and right walk cycles with animation clips, and mirroring with flip X for efficient right-direction animation.
Create a top-down Unity character with a four-direction sprite sheet and an animation controller. Drive down, up, left, and right movement using any-state transitions and x and y direction parameters.
Decouple the player controller from the animator by introducing a dedicated player animator script connected via events that signal move state and direction.
Use animation override controllers to share a base monster controller across the four ghosts, overriding only each monster’s default movement while keeping eaten and frightened states shared.
Welcome to our Intermediate Unity 6 course.
This course tries to solve the problem of "What to learn next, if you have learned the basics of Unity".
Probably you already know how to solve several problem in Unity individually. The next ideal step is to connect these several concepts into a full End-To-End Project. After taking this course you will have a template for creating serious medium sized games.
You will create several independent systems which you can reuse for your own games.
We will create a game loosely based on the famous Maze-Runner Pacman. The reason we chose this game is because it contains a wide combination of concepts and can be fully implemented without using any third party tools.
The following concepts will be covered and connected into a final game:
AI:
Navigation
Path Debugging
Behavior Control
State Machine Concepts
Configurable State Machines with minimal setup
Clean Architecture:
Singleton - should you use it?
Interfaces
Delegates
Create your own API-Script
Extend Monobehaviours
Static Classes
Event-based Communication
Player Movement:
Input System (New)
Raycast-based Movement
Grid-based Movement
Smooth Movement without Corner-Cutting
Custom Grid:
Grid Visualization
Automated Level Detection
Cell-Types for Navigation, Movement and Object Placement
Position-Independence of the Grid
API like access to Grid Calculations
Automated Level-Creation:
Ruletiles
Tile Palettes
Scripted Tiles
Create dozens of Levels in minutes
Tilemap System
and many more topics like:
Level Resetting
Animations
Teleportation
Spawning
Collision Detection
Editor Scripts
Preparing Image Assets
See you in the course.