
Build a simple Unity car parking game by importing visuals, designing a parking lot, and coding a car you control with keyboard inputs, a timer, and collision penalties.
Learn to install the Unity engine, set up Unity Hub, and create a new Park It project using the universal 3D pipeline.
Master core Unity editor concepts by exploring scenes, hierarchy, and the game view, then navigate inspector, project files, and the console to start building your game.
Import car visual assets from the Unity asset store, installing a low-poly two-car package. Organize assets under plugins and configure materials and shaders for a ready-to-use parking game car.
Create a new Unity scene in a game folder, set up a floor, insert a hatchback car from the ton vehicle prefab, align the camera, and organize the car hierarchy.
Attach a rigid body to the car and add a box collider to define its physical space in Unity, set mass to 800, and enable gravity with discrete collision detection.
Add wheel collider components to each wheel under colliders to separate physics from visuals, move the center 15 units up, and set the radius to 30 by 37 in Unity.
Set up a modular arcade car by creating scripts, folders, and serializable wheel data, then assemble front and rear wheels with view and collider components in Unity.
Read the input (W/up and down) and translate it into throttle torque for the arcade car’s front wheels using wheel colliders; apply motor torque in fixed update with delta time.
Read the horizontal input to compute the steering angle and apply it to the front wheels, then update wheel visuals with wheel pose data to match the collider.
Lower the car's center of mass in Unity by setting the rigidbody's center of mass with a Vector3 in Awake, preventing flipping during acceleration and steering.
Learn to implement braking in Unity by reading the space key, toggling brake torque on the wheel collider, and balancing braking with acceleration logic.
Import the parking lot asset into a models folder, convert pieces into prefabs, and build a tiled scene with a mesh collider. Set the environment color and test in play.
Create sidewalk edges by duplicating and rotating edge pieces with a prefab and Ctrl snapping, then apply a mesh collider in the prefab so all pieces collide with the car.
Learn to organize a Unity scene by grouping tiles under an environment parent, turning a tile into a prefab, and duplicating and rotating tiles to assemble a parking layout.
Add the mesh collider to the corner tile and rename it tile_003 in the prefabs folder. Fill edges by duplicating tiles with Ctrl D, snapping rotation, and placing them precisely.
Develop the parking lot environment for a Unity car parking game by arranging and duplicating tiles, rotating them, and adding mesh colliders to enable collisions.
Arrange sidewalk tiles in Unity by duplicating and expanding the tile set, dragging into the prefab folder, and enabling meshes and colliders to test environment for car parking game.
Add and arrange cars in a Unity scene using prefabs, assign colors with materials, and ensure collisions with mesh colliders for a functional parking lot.
Create a Unity arcade car camera that follows the car from a top-down angle with an offset for a dynamic view, using fixed update and vector3 move towards.
Make small fixes to the parking scene by adjusting the camera position and distance, refining the asphalt color, and testing changes in play mode before proceeding to the parking spot.
Create a parking trigger area in Unity by configuring a 2D sprite with nine-slice, adding a trigger box collider, and validating entry via rigidbody velocity and angle checks.
Replace the parking trigger's rigidbody with the arcade car reference and add a reverse angle check, wheels inside area verification, and an observer-based parked status.
Learn how the observer pattern decouples game logic from triggers in Unity by broadcasting a car parked event that listeners respond to, optionally passing the parked car or an int.
Design and implement a Unity game controller that listens to multiple parking triggers, spawns and switches cars, and manages parking spots with serialized arrays and event subscriptions.
Fix the camera by changing the arcade car camera's target to the current car as the index advances, and call finish game when the last parking spot is reached.
Fix the list index to reveal the last parking spot, then add a top timer with TextMeshPro. The timer updates, formats minutes and seconds, and scales with the canvas.
Implement collision punishment by emitting on collision events from each car and advancing a shared timer by five seconds, coordinated by a game controller and timer script.
Learn to add a custom font to a Unity project by downloading a TTF from Google Fonts, generating a Text Mesh Pro atlas, and applying it to a text timer.
Learn to implement ten on-screen timers in a Unity car parking game using a times array, a set time method, and a game controller to update elapsed times.
Implement an end-of-game timer by summing all parking times from the game controller, then display the total minutes and seconds using a Text Mesh Pro label inside a canvas group.
Enhance the parking game by importing a free low-poly nature pack, placing ground, trees, bushes, grass, and rocks, and boosting performance by removing colliders and refining lighting and camera view.
Learn how to switch between real-time, baked, and mixed lighting in Unity, bake static geometry for realistic illumination, and implement adaptive probe volumes to optimize dynamic lighting.
apply post-processing in unity by enabling anti-aliasing and creating a global volume. tweak filters like vignette, depth of field, white balance, tone mapping, and color adjustments to improve image quality.
Learn how to build, configure the scene list, and share your Unity car parking game by creating a build, selecting platforms, and distributing an executable for Windows or Linux.
Struggled to finish a game? This is the antidote. No experience needed!
No overwhelming theory! Just Practical, Effective and Simple game development! From an empty project to a complete, polished car parking game you can share with your friends. No prior coding or Unity knowledge is required. I break down every single step into simple, bite-sized pieces.
This isn't a lecture; it's a hands-on build. Let's create something awesome, together!
What You'll BUILD:
In this project-based course, you will create a functional and addictive car parking game from the ground up. You will:
Drive & Control a Car: Import a car asset and bring it to life! Add Physics with Wheel Colliders and Rigidbodies, then write simple, powerful code for acceleration, steering, and a handbrake.
Design a Parking Lot from Scratch: Build your entire parking scene using simple models.Turn your creations into prefabs and set up the physics for a fun challenge.
Create the Core Gameplay: Script a system that spawns a new car only after you've successfully parked the last one. Manage a 10-car fleet and track your best time!
Code the Smart & Simple Way: Use the Observer Pattern to keep your code organized and easy to understand. No spaghetti code here! just clean, logical, and manageable scripts.
Make It Look PRO: Make your game look GOOD! From basic to beautiful using Unity's Post Processing stack and Adaptive Probe Volumes for stunning lighting (no artistic skills needed).
Build & Share Your Game: Finally, compile your finished game into an executable file you can send to anyone and play on PC.
Why This Course ?
Stupid Simple: I explain every concept from the absolute beginning. If you can open Unity, you can do this.
No Fluff, All Fun: We cut the boring theory and focus on immediate, gratifying results. See progress in every single lesson.
Super Simple Code: I teach you the most direct and effective ways to code. You'll write minimal, powerful lines that are easy to understand and adapt.
For the Frustrated & The Quitters: If other tutorials made you feel lost, this is your reset button. We focus on fun and momentum to keep you motivated from start to finish.
By the end of this course, you won't just have followed a tutorial but you'll have built a complete game!