
Apply the pixel art multiple preset and use the sprite editor to slice grids by cell size. Set 30 by 34 for sprites and 16 by 16 for tiles.
Create rule tiles by defining tiling rules on a grid with a default sprite. Rotate, mirror, and randomize rules to cover corners and walls; rule order decides the applied tile.
Create a jump ability script, child of base ability. Link to the jump action's performed and cancelled phases, set jump force, air speed, minimum air time, gravity, and idle transition.
Create camera borders with a box 2D collider on a new Camera Edge Collider for the Cinemachine camera, set as a trigger, adjust to 16 to 9.
Learn to detect walls for a wall jump in Unity by casting rays (upper and lower checks), using a ground layer mask, and updating a wall-detected flag in fixed update.
Implement a wall jump ability in a 2D Unity metroidvania using a wall jump action reference, directional force, timers, and a shared jump animation.
Create a climb animation from a sprite sheet, configure a ladder boolean parameter in the animator with a transition, and enable or disable the animator to stop climbing.
Create a crouch ability by switching between standing and crouch colliders in Unity 2D. Manage inputs and states to enable and disable colliders as the player crouches.
Master crouch run mechanics by flipping in crouch, moving with crouch speed, and transitioning to jump; implement ceiling checks, two-dimensional raycasts, and animations for a fluid metroidvania feel.
Implement coyote time in the Unity 2D Metroidvania jump system by adding a coyote timer updated each frame, and test with quiet time settings to allow mid-air jumps.
Create an infinite parallax background by tiling backgrounds, syncing their positions with the camera using sprite length, and moving background segments horizontally to repeat endlessly.
(*** NEW COURSE ***)
Let's start your game dev journey. This is much more than an ordinary Unity 2D course — it’s a complete learning journey designed to take you from beginner to advanced game developer, one powerful system at a time.
You'll not only learn how to implement core gameplay mechanics but also how to structure your code using clean and reusable systems. Everything you build will be scalable, so you can apply it to your future games, whether they’re Metroidvanias, platformers, top-down, or even RPGs.
Course Highlights
Beginner-Friendly, Yet Deep
Start from zero and progressively build your skills while creating a full game.
Unity’s New Input System
Learn to use Unity’s modern input system to support keyboard, mouse, and controllers with ease.
Custom Player State Machine
This is one of the course’s most powerful systems — it gives you full control over player behavior, allowing you to expand and create complex mechanics with minimal effort.
Versatile Save and Load System
Save progress, player data, visited areas, and more using a clean JSON-based system that you can use in almost any game genre.
Modular Weapon System
Create and manage both primary and secondary weapons with shooting, cooldowns, and effects — the foundation for action-packed gameplay.
Minimap and Dialogue Systems
Add immersion and guidance with an in-game minimap and trigger-based dialogues for story and gameplay events.
Boss and Enemy State Machines
Learn how to design enemies and boss fights using another clean state machine architecture — reusable, scalable, and perfect for creating a variety of AI behaviors.
Whether you’re just getting started with Unity or you’re ready to take your skills to the next level with real game systems, this course has everything you need to build a professional-quality 2D game — and the skills to keep going.
See you in the course!