
Implement a smooth follow camera in Unity using late update to track the player on the x axis, with a y threshold above a line, and apply offsets and lerp.
Implement a responsive camera follow in Unity by calculating the y distance to the target and applying a distance-based lerp factor for smooth movement while testing with above-threshold platforms.
Duplicate obstacle tile map to form platforms tilemap in Unity, use cobblestone tiles with correct pixels per unit, tag as ground, adjust spacing, and test jumping for geometry dash style.
Apply a shader effect driven by the camera position using a tile map effect manager that updates each tile map renderer's material with the camera position, enabling dynamic visuals.
Create a front game over trigger in Unity by using a 2D box collider set as a trigger, and handle OnTriggerEnter2D to end the game when the player touches it.
Hey There !
Before reading this description, go have a look at the presentation video.
You will have a pretty good understanding of what you'll be able to achieve after taking the course :).
Can you spot all of the things you will learn ?
If not, let me help you a bit.
We are going to start with the basics, constantly moving the player to the right, in a precise manner.
Then we will make it jump !
After that, it will rotate it in a smooth way, we will use a Tweening Library for that.
We will test the physics with different world elements to make sure we get the behavior that we want.
For the terrain, we will use Unity’s powerful Tilemap system.
We will actually have multiple tilemaps, depending on the nature of the objects we have.
We will then add a reset system, to bring the player back if he hits an obstacle.
And the special thing here is a Shader, to animate the terrain as we go, without destroying the performance of the game.
This is everything you will learn in this course.
And you know me, there is more to come !
But I’m counting on you to let me know what improvements you would love to see me implement.
Start learning now.