
Master unity visual scripting to build three complete games—a platformer, an rpg, and a first-person shooter—covering gravity, collisions, coins, hazards, dust particles, and a dynamic user interface.
Master Unity visual scripting from scratch to build multiple games, including a platformer and an action RPG, without code. Use nodes, physics, animations, Cinemachine, shaders, and UI to craft levels.
Start a brand-new Unity project from scratch using Unity Hub, select the stable 2019.4 version, choose a basic empty 3D template, name it 'visual scripting game', and begin building.
Learn to customize Unity's editor layout by arranging scene view, inspector, hierarchy, project files, and console, save layouts, and optimize the workflow for visual scripting in Unity.
Set up the universal render pipeline in Unity to build cross-platform games from pc to mobile. Configure render pipeline assets and enable 2d and 3d renderers alongside shader graph.
Set up Bolt, Unity’s visual scripting tool, from package import to setup wizard, choose programmer naming, enable 2D sprite support, and prepare for first person shooter, action RPG, and platformer.
Import the Unity package from resources, organize textures into folders, and set up a 2d platformer scene with a 2d orthographic camera, 16 by 9 aspect, and a skybox-free environment.
Design a side-view platformer with left-right movement and jumps, using gravity-free physics. Add hazards, coins with a UI, moving platforms, a double jump, and stars to advance.
Experiment with visual scripting basics in Unity by creating a player object, adding a sprite and 2D light, then build a macro in Bolt to log messages.
Add a 2D rigidbody to the player to enable gravity, create a floor with a 2D box collider, and visualize it with a sprite renderer for testing.
Master basic player movement in Unity via visual scripting, using the horizontal axis and Rigidbody 2D velocity to move left and right; remove friction with a no friction material.
Learn to control player movement speed with graph variables and a speed float, apply it to horizontal movement, fix rotation and gravity for smooth platformer motion.
Add a jumping mechanic by using a button input to set rigidbody velocity’s y while preserving x, tune jump speed and gravity, and enable continuous collision detection to prevent clipping.
Implement a grounded check in a Unity 2D platformer using a box cast to detect ground beneath the player, and allow jumping only when the collider hits a ground layer.
Define and implement super units in visual scripting to organize a complex graph, using external and embedded macros, input-output ports, and the is grounded logic.
Organize your visual scripts by creating groups for movement and jumping, using control-drag to form a group with a header and color options, helping manage complexity.
Set up an animator controller to manage idle, walk, and jump animations, and use visual scripting to drive is walking and is jumping while flipping the sprite for left-right movement.
Learn to set up Cinemachine in Unity to make a 2D camera follow the player with a virtual camera, Cinemachine brain, deadzone, damping, and look ahead, all without writing code.
Create a polished platform visual by using a tiled platform sprite with proper scale and auto tiling for the collider, and add a background with sorting layers and 2D lighting.
Add spikes as a 2D sprite with a box collider and assign them to a hazards layer. Use a 2D collision enter event to detect touching spikes and trigger death.
Learn to implement a basic death mechanic in visual scripting: detect hazard collisions, deactivate the player, and reload the current scene with a scene manager and keyboard trigger.
Master visual scripting events by defining triggers and listeners that fire the on player died event to reload the current scene via the scene manager.
Build a death UI in Unity by creating a canvas, enabling scale with screen size, and a dark overlay with you died message, toggled via a container and custom events.
Detect fall death in a Unity visual scripting project by checking the 2D rigidbody y velocity against a threshold, then deactivate the player and fire the on player died event.
Create collectible coins in Unity using visual scripting, with circle colliders, on trigger enter 2D, and a coin counter UI updated via text mesh pro.
Implement a level win by touching a star, convert coins to a prefab, and show a win UI via the on player win event that reloads the scene.
Organize levels as separate game objects managed by a game manager and a level list, enabling the current level and loading the next on win.
Create a cave-themed level with a lava pit using a lava particle system, level-specific lighting, and tiled backgrounds, while adding lava hazards and reusable prefabs in Unity visual scripting.
Apply post-processing in Unity to make lava and particles glow by creating a post-processing volume, adding a profile, and enabling vignette and bloom on the main camera.
Build an emission shader with Shader Graph in Unity to make 2D sprites glow using a color emission and bloom, configured via the Universal Render Pipeline and HDR.
Create a decoupled sound manager in Unity with an audio source and a reusable play sound macro to trigger coin, star, jump, and lose sounds via events.
Duplicate the sound manager to create a music manager, assign the music clip, enable play on awake and looping, and verify the music automatically plays when the game runs.
Build an options menu in Unity using flow machine visual scripting to adjust music and sound volumes, clamp values, save and load saved variables, and toggle the user interface visibility.
Build a game win screen in visual scripting: set up a Unity canvas, display a bold congratulations message, and show a total coin amount across levels.
Create a functional main menu in Unity visual scripting, wiring play and quit to load scenes, manage transitions, and reset level and coin counters for a clean start.
Test and refine a complete visual scripting platformer, advancing from the main menu to levels with coins, hazards, and a final star, and finish by polishing gameplay details and animations.
Spawn win and death particles using visual scripting in Unity by instantiating particle system prefabs at the player's position and testing on win, fall death, and spikes.
Master coin animations in unity by applying a prebuilt coin animation clip to the prefab, tweaking play settings and the light, and iterating in play mode to polish visuals.
Track the horizontal input as a last move horizontal amount in the visual scripting sequence, and use it to determine the character’s facing; it looks left or right after stopping.
Add a trail using Unity's trail renderer, create a trail object and material, adjust time to 0.2 seconds, offset start, and fine-tune width and shader for a glowing effect.
Implement a double jump in Unity using visual scripting by testing grounded state, enabling a can double jump boolean, and executing normal and mid-air jumps through a clean player macro.
Create moving platforms in Unity using a flow machine and waypoint positions, and ensure seamless player attachment with parenting and interpolation controls.
Build moving hazards by adding fireball prefabs with lava particle materials, then animate a container to rotate or back-and-forth, creating damage on player contact.
Learn to implement touch input with move left, move right, and jump buttons using pointer down and up events, via an abstract input manager for swappable input in Unity.
Create and organize multiple game levels by turning moving platforms, hazards, and particles into prefabs, then assemble four levels with a smooth difficulty curve that auto-plays via the game manager.
Explore visual scripting in Unity through a complete platformer, from a main menu to multiple levels, coins, hazards, and polished effects, using graphs, variables, events, and animations.
Learn to build an action RPG in Unity using visual scripting, implementing movement, combat, dash, shield, arrows, five star fragments, coins, enemies, puzzles, shops, and dungeon exploration without writing code.
Explore building an action RPG in Unity using visual scripting, from player movement and sword combat to enemy AI, dungeons, and collecting five star fragments.
Import and organize assets for a Unity action RPG, install Text Mesh Pro, then set up a 2D orthographic scene with a green background and 16 by nine aspect ratio.
Designs an action RPG in a top-down view with four-direction movement. Includes limited arrows and shield mechanics, hazards, enemies, portals to dungeons, coins, and star fragments to win.
Create a Unity 2D top-down player with a sprite, Rigidbody2D, collider, and lights. Use the input manager and macros to produce normalized movement vectors, speed, and diagonal or four-direction options.
Learn to drive a 2D character animator in Unity using blend trees for four-direction movement, idle and walking states, last direction tracking, and visual scripting to update animator parameters.
Learn to implement a sword attack in Unity with visual scripting, wiring input to a player attack event, triggering animations, and detecting enemies via circle cast and layer masks.
Learn to implement a moving camera with Cinemachine in Unity, where a virtual camera follows the player in a 2D scene without writing any code.
Install Unity's 2D tile map editor package, create a grid town map, and paint tiles with a tile palette while configuring sprite atlas, layout, sorting layers, and colliders.
Enable post-processing in Unity to add bloom and a subtle vignette, using a global volume and HDR in URP.
Create a reusable health system macro to track health amount and max. Apply damage and healing via events, clamp values, detect death, and update the UI on health changes.
Create a canvas with a top-left health UI, scale with screen size (1280x720), and update heart icons (full/empty) via a macro graph reacting to health change.
Create a spikes hazard with a 2D sprite and box collider on the hazards layer, detect player collisions to apply damage and a knockback using the health system.
Master visual scripting in Unity to manage player death: disable the player on death, display a death UI, and enable a retry that reloads the scene.
Create a basic enemy sword in Unity, using 2D physics and animations, and move toward a target with a reusable move-to-position macro, including stop logic and movement vectors.
Explore state machines in visual scripting within Unity, defining states, transitions, and on enter, update, and exit events to control an enemy's movement right and left.
Learn to implement enemy ai with a state machine that patrols to a fixed position, then chases and attacks the player using a distance check and a player detection radius.
Master visual scripting by building a patrol–chase–attack AI with a state machine, distance checks, and animation events that drive transitions. Include an attack timer, rigidbody constraints, knockback, and player damage.
Reuse the player health system to give the enemy health, damage, and death via a simple damage event, then implement knockback and tune animation speed.
Add a block mechanic by mapping a block input with the x key, slowing movement, showing a shield animation, and preventing damage when blocking in the player's take-damage flow.
Create and collect coins using Unity visual scripting: add a coin prefab with a trigger collider, track coins with a variable, and update a ui coin counter via events.
Add a health pickup by creating a 2D sprite with a trigger circle collider on health pickups; destroy the pickup on collision, heal the player, update ui, and prefab.
Implement a return-enabled visual scripting flow to check full health before consuming health pickups, and use a generic super unit to fire events and receive return values with unique names.
Add an evasive dash to the player using visual scripting in Unity, wiring the input, dash direction, and a speed curve to control dash time and movement.
Create a projectile arrow system in Unity with visual scripting, featuring three-arrow ammo, two-second regen, player-based spawning, directional aiming, damage and knockback, sounds, and UI.
Learn to create an arrow-shooting enemy by converting the sword into a prefab, swapping animators, and implementing a dedicated arrow projectile with player-targeted collisions, detection range and attack range.
The enemy manager spawns sword and arrow enemies via events, instantiating prefabs at a spawn position, and expands patrol positions with random transforms to create diverse enemy behavior.
Design a battle spawner that triggers when the player enters an area, spawning sword and arrow enemies via an enemy manager, using position lists and a for each loop.
Implement a red key object with a trigger collider and add it to the player's key list. Doors require specific keys or no key, opening when conditions are met.
Design a dungeon with a tile map and walls, using a portal to transport players from the world map into the dungeon, plus 2D teleporter triggers and local post-processing.
Spawn coins in Unity visual scripting by instantiating the coin prefab from a coin spawner, firing a create coin event, and applying a random 2D velocity.
Create a chest with health, watch for damage, spawn coins via a coin spawner, and destroy the chest on death using visual scripting in Unity.
Master visual scripting in Unity to build a static cannon that fires fireballs, spawns projectiles with a fireball spawner, handles rotation, collision, and wall destruction in a dungeon setting.
Build a dynamic lava hazard in Unity using a sprite, shader graph material, and a scrolling lava texture with time-based offset; handle player damage and knockback via 2D collisions.
Create blockable and unblockable arrows in unity using visual scripting, with separate take damage and damage events for enemies and players, plus a randomized fire arrow chance and distinct visuals.
Create and test extra pickups that increase maximum health and arrow count using visual scripting in unity, including prefab overrides, ui updates, and collision-based triggers.
Build a simple shop in Unity visual scripting: touch a coin to spend coins, update the ui, destroy spent items, and unlock behind-doors pickups with a no-key door variant.
Learn to build versatile push and toggle buttons in Unity using visual scripting, firing custom events to open doors, start battles, and trigger various game systems via player interaction.
Master visual scripting in Unity by collecting five star fragments, turning pickups into prefabs, and updating a star fragments UI to trigger the win UI when all are gathered.
Implement a game win scene by reusing the platformer workflow, add it to build settings, and load the win scene on victory with a continue button.
Configure main menu in a Unity visual scripting project by reusing platformer scene manager, set main menu as starter scene, and add in‑game controls text for gameplay.
Create a tint shader in shader graph, apply a material to enemies, and flash on damage by increasing a tint alpha and fading it with delta time.
Demonstrates a dissolve shader for spawning enemies, where a dissolve amount, driven by noise and alpha, reveals them; swap to a normal material after spawn to enable hits and flashes.
Add squash and stretch animations to coins, hearts, and keys in Unity using the animation component. Create and loop animation clips, auto playing them across prefabs for lively pickups.
Create a destructible pot in Unity using a sprite, box collider, and health system, drop coins on destruction, and convert it into a prefab with variants to populate levels.
Add a trail renderer to arrow projectiles, customize width and time, and use a sprite unlit emission material for fade, apply changes to prefab and color enemy trails if desired.
Build a massive open world with a town map, five unique dungeons, and varied areas using visual scripting, then polish elements and plan enemies and pickups.
Create a dash trail using a trail renderer with a material, adjust time and vertex distance, activate it during dashes via dash start and end events in a flow machine.
Implement a simple attack timer that freezes the player for 0.1 seconds during attacks using delta time and rigid body constraints, and apply it to arrows.
Improve lava visuals by using a brighter level texture and a time-based sine pulsation with a time node, multiply, and remap to adjust intensity, plus add noise for flicker.
Keep fireball particle trails visible after impact by decoupling visuals from destruction, stopping particle spawning, and using a custom destroy event to clean up while particles finish.
Learn to implement camera shake in Unity with Cinemachine by using an impulse source and listener, adjusting amplitude, frequency, and decay, and triggering shakes from attack and hit events.
Learn to implement a respawn system with visual scripting: trigger a custom respawn event, reactivate the player, reset position to zero, and heal to max, and manage the dead UI.
Enable a sprite-based sword slash by triggering an animator, attaching the sword slash prefab to the player, and aligning it with last move direction; add camera shake for impact.
Aim to animate a wind-sway shader on a bush prefab, built in shader graph, using world position, time, and gradient noise to move vertices so the top sways more.
Populate a vast Unity world with enemies, dungeons, hazards, portals, coins, upgrades, and battle systems, then optimize performance by enabling enemies within range using distance tests and a time-tick system.
Demonstrates a complete funnel game built entirely with visual scripting in Unity, featuring a main menu, movement, dash, shield, combat, pickups, shop upgrades, puzzles, and five star fragments to win.
Learn to build a three-dimensional first-person shooter in Unity using visual scripting, featuring hookshots, shields, weapons, enemy pathfinding, keys and boss battles — all without code.
Set up a 3D Unity project for visual scripting by importing ProBuilder and TextMeshPro, configuring the scene, lighting, camera perspective, render pipeline, and post-processing.
Design a first-person Unity game using visual scripting, featuring three weapons, two enemy types, pathfinding, a shield that blocks and reflects bullets, and a hookshot movement mechanic—no code needed.
Implement a first-person look by parenting the camera to the player and using mouse input for yaw and pitch. Lock the cursor, adjust with sensitivity, and clamp vertical look.
Learn to create a Unity first-person style player controller using a built-in character controller, with movement, gravity, grounding, and jumping, plus basic input handling and safeguards.
Master visual scripting to build a first-person shooter weapon system. Spawn bullets from a pistol shoot point and align them with the camera, using a box cast for collisions.
Design and implement an enemy with a state machine that patrols, chases the player, and attacks using bullets, with navmesh-based pathfinding and rotate-towards-player behavior.
Reuse a robust health system to enable bullets to deal damage to enemies and the player, implementing collisions, hit effects, and death UI with a pause and retry flow.
Master a visual scripting shield mechanic that follows the camera, rendering a glow shield, handling collisions, and deflecting bullets to target enemies using tag-based logic.
Learn to implement weapon zoom in Unity using visual scripting, toggling right-click input, lerping camera field of view from 70 to 40, and smoothly moving and rotating the weapon holder.
Master visual scripting in Unity to implement pistol ammo management: cap at seven, trigger reloads with an animation via input, prevent shooting when busy, and automatic reload when ammo depletes.
Create and script a health bar and ammo counter in Unity using visual scripting and Bolt, organizing UI, updating health fill amounts, and syncing ammo text with weapon ammo counts.
Reuse the player health bar system by adding a world-space health bar above enemy, using the same health script and image, and flip the x scale to face the player.
Create a fast, small enemy that self-destructs on touch, with health 50 and movespeed 12, using a patrol and chase state machine, 0.5 unit damage range, hit particles, and knockback.
Spawn enemy ragdolls on death by instantiating a preconfigured rigidbody ragdoll with joints and colliders, then clean them up after five seconds with a vanish macro and particles.
Learn to build a modular shotgun weapon in Unity visual scripting, spawn seven pellets with randomized angles, and pass damage and speed arguments to customize shots.
learn to build and implement a rocket launcher using visual scripting in Unity, including spawning rockets, aoe damage via overlap sphere, on hit events, and aoe hit effects.
Build a weapon manager in Unity using a flow machine, input manager, and a weapon list to switch weapons by index and update the UI via events.
Create a health pickup in Unity with visual scripting: heal the player by 50 on trigger enter, destroy the pickup, and ensure bullets pass through by layering.
Implement a generic weapon pickup system in visual scripting, duplicating the health pickup pattern to unlock weapons with an unlocked weapon list and event-driven UI updates.
Create and manage coins with visual scripting: spawn coins on enemy death, update coin UI via a coin manager, handle pickups, and customize spawn velocity and counts.
Throw a hookshot to walls in Unity, then pull the player toward the hit point using a state machine, raycasting, momentum, gravity handling, and visual effects for immersive movement.
Learn to build a simple enemy spawner in visual scripting for Unity, spawning big and small prefabs with instantiate nodes, trigger regions, and for-each position lists with particles.
Build and customize a unity level using pre-built level parts, prefabs, and grid snapping, then bake the nav mesh and update pathfinding for smooth enemy movement.
Implement a fall death by testing the character velocity y against -200, then trigger a damage event using current health to kill the player when they fall off the map.
Implement a key door system in Unity with key pickups, disable on pickup, destroy on pickup, and a key list UI that opens doors when the player holds the key.
Create a snake-like boss in Unity with a state machine; the head looks at the player, shoots, spawns minions, and uses a health system with doors to start and end.
Add sounds and music to Unity games by creating sound and music managers, audio sources, and saved volume variables, then trigger pistol shots, hits, hook shot, jumps, and pickups.
Create an in-game options menu and a pause UI from prefabs, toggled by a gear icon button. Implement pause/resume with escape, mouse unlock, and show/hide events via the game manager.
Create a basic main menu and wind scene, wire play and quit buttons via the scene manager, and implement win conditions to load the final wind scene.
This lecture demonstrates adding screen shake in Unity using visual scripting, with shake intensity and time, updating per frame, applying a random direction to the camera position, and resetting it.
Add a double jump by using a boolean can double jump; jump when grounded or when allowed, then reset on floor and play the jump sound only on actual jumps.
Tune shadows and post-processing in Unity visuals using directional light, shadow distance, tone mapping, color adjustments, and saturation, then bake lighting with ambient occlusion for refined, high-quality visuals.
Showcases a final game built entirely with visual scripting in Unity, featuring a main menu, movement, combat, hookshot, and a rocket launcher.
Celebrate completing the course and apply visual scripting to build platformers and action RPGs in Unity, all without writing code.
Learn the fundamentals of Unity basics—game objects, components, scenes, and basic physics—through hands-on exploration of the editor and simple scripting.
Create a dynamic tint shader in Unity using shader graph to apply multiply and solid color tints to sprites, enabling health and damage effects with adjustable alpha.
Create a sprite outline shader in shader graph to customize thickness and color, apply bloom with HDR glow, and animate the outline around any sprite.
Create a sprite dissolve shader in Unity using shader graph, noise and step nodes, plus a simple script to dissolve and reappear with customizable outline and glow.
Create a wind shader that makes grass and foliage sway along the x-axis using shader graph, with per-vertex gradient noise, time scrolling, and exposed wind intensity.
Discover how visual scripting evolved in Unity from Bolt to the built-in 2021 system. Explore minor changes in naming, nodes, and project settings that keep tutorials compatible.
Explore shader graph changes in Unity URP 10, including the graph inspector for properties and the new master stack, plus unified shaders for URP and HPP with updated alpha handling.
Explore visual scripting in Unity and learn through Code Monkey's YouTube tutorials, project files, and interactive Steam and website resources to build games consistently.
Hello and Welcome!
I'm your Code Monkey and in THIS course you will learn how to make Games without writing any code!
This course features multiple games all made completely using Unity Visual Scripting and without a single line of code.
I specifically designed it to include multiple games so you can learn to use Visual Scripting and apply it to any genre you can think of.
With the knowledge you will learn from this course you will then be able to make any game you want!
About me, I'm a Professional Indie Game Developer with several successful games published on Steam covering a wide range of genres, I've been Programming for over 20 years and using Unity for almost 10.
Also a couple of years ago I started a YouTube channel making Free Video Tutorials to share the knowledge I have accumulated to help you learn how to make YOUR OWN games.
If you'd like to try out my learning style before purchasing the course you can watch the over 350 Videos available for Free on the YouTube channel. They are presented as clear step-by-step tutorials just like this course.
The course also includes the Complete Project Files for every single lecture.
A bit more about the games...
First we start off with a Simple Platformer in order to learn the basics of Visual Scripting.
The course is designed with a smooth learning curve in mind so you will learn how to use the Visual Scripting Tools as they are needed.
The platformer features: Physics, Platforms, Coins, Hazards, Multiple Levels, Moving Platforms, Moving Hazards and more.
The second game is the Action RPG
This one builds on the knowledge gained while making the Platformer so the design is more complex.
There's tons of features in the final game.
Swords, Arrows, Enemies, Dungeons, Keys, Doors, Buttons, Lava, Fireballs, Hearts, Coins, Shops, and much more.
The third game is a First Person Shooter FPS
It features multiple weapons, enemies, pathfinding, coins, keys, Boss fight and a really awesome Hookshot mechanic.
All made without a single line of code!
All 3 games have tons of effects and lots of awesome features. You can see some cool Shaders, Glow, Screenshake, Post Processing, Animations, lots of UI elements, smooth Camera, Particles and so on. The final games play really great and feel very satisfying.
This course starts with a completely empty project starting completely from scratch and step-by-step we will get to the final games.
Everything is built in an understandable way so you can easily take this as a base and expand upon it with more Hazards, Enemies, Weapons, Levels and so on.
This course is presented as a thorough step-by-step guide where I will show you exactly how to do what I'm doing and why it is that I'm doing it so you can learn how to think like a game developer.
This course will cover a bunch of topics including:
How Visual Scripting works
Handle Player Movement and Physics
Visual Scripting Variables, Events, Super Units, State Machines...
Handle Enemy AI with Attack Logic and a Health System
Build up the World using a Tilemap
Learn the basics of Unity tools like Shader Graph, Post Processing, Particle System...
And much much more!
As for requirements you really just need to know the absolute basics of Unity.
If you've never touched Unity before then there is a lecture in the extras section which covers the basics.
If you feel confused or lost at any point in the course make sure you post your questions in the Q&A section.
I will be there to help with whatever issues you may have.
Alright so go ahead join me on the course and let's learn how to build some awesome games together!
- Code Monkey