
Move the player to the right by setting the Rigidbody2D velocity to Vector2.right multiplied by move speed in FixedUpdate. Tune move speed in the inspector for consistent, physics-based horizontal motion.
Master a jump mechanic in Unity by adjusting a Rigidbody velocity with a jump speed and detecting left mouse input, while applying physics in fixed update.
Implement a grounded jump system by adding a ground detector and a ground mask, using physics 2D overlap circle to check for ground, and jump only when grounded.
Increase gravity to -70 and apply a frictionless 2D physics material to player, set move 9.5 and jump 19, and enable continuous collision detection with frozen rotation.
Implement two-state player rotation in Unity: rotate the player when not grounded and smoothly reset the angle when grounded, using z-axis rotation, an angle increment, and a renderer reference.
Polish the player rotation when grounded with lean tween, snapping to the nearest 90-degree angle from the current z Euler angle using angle difference and rotation around the local axis.
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.
create and configure an obstacles tilemap in Unity, set the tile map mode to individual, paint cactus tiles with a tile palette, add a tilemap collider 2D, and test collision.
Create obstacle tile map and obstacle layer, attach a player script to detect collisions with obstacle layer via on collision enter 2D, and reset the player to initial position.
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.
Learn to animate the tilemap in unity with a shader that scales tiles by camera distance, using uv edits and alpha fading in the universal render pipeline.
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.
Implement an explosive mechanic in Unity by wiring the player controller to trigger explosions with particles, toggling death state, freezing movement, and reviving after two seconds.
Enhance a geometry dash style game by adding explode particles, sky color, sun and clouds, and sprite-sheet cloud animations using a texture atlas for dynamic 2d visuals.
Create a spaceship testing scene with a tile map, add a spaceship trigger 2D box collider and a component to switch to spaceship motion, and test with a layer mask.
Learn to prevent player explosions by using a layer mask in the Unity player detection script, checking ground and obstacle layers with a bitwise and operation.
Toggle motion type between square and spaceship using an enum, initialize to square, and set gravity scale to zero for floating. Implement separate fixed update methods and add spaceship acceleration.
Import the spaceship sprite, create a rotator to handle rotation, and switch between square and spaceship renders with a render manager that reacts to spaceship mode events.
Implement spaceship rotation in Unity by resetting rotation when spaceship mode starts, canceling active tweens, and using the y velocity to pitch the ship with a configurable multiplier.
Reset the game after loss by returning to square motion, restoring gravity, and triggering events for dependent scripts. Refactor the logic to separate motion types and prepare for future modes.
Apply OOP principles in Unity by separating data from logic with scriptable objects and enums for motion types, and expose move speed and jump speed via properties.
Define an abstract motion controller to manage the player's rigid body, expose gravity scale control, and require derived scripts to implement a fixed update method in Unity.
Implement square motion controller by inheriting the abstract motion controller, overriding fixed update, and wiring a square motion data object to manage move speed, jump speed, and grounding in Unity.
Build the spaceship motion controller by reusing the square motion controller logic, adding a virtual update method and dependency injection to manage motion data.
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.