
Watch a showreel of hyper-casual projects built with Unity, illustrating key concepts from the ultimate hyper-casual guide course.
Learn how to download Unity Hub, install the personal plan, and set up a new 3D project, then explore the Unity interface—hierarchy, scene, game, inspector, and project assets.
Master moving in a Unity scene with selection tools, multi-select by dragging, and camera controls: zoom, pan, orbit, and switching views (front, right, top) using keyboard and mouse.
Explore how to declare and initialize C# variables in Unity, including int, double, float, string, and bool, and learn practical examples like power, health, and name, with comments and initialization.
Master variables in Unity with c#, perform int and float arithmetic, and cast types. Learn to print results, view the console, and organize scripts and game objects.
Explore how functions package code, define void functions with arguments, return values, and call them to perform movement, score updates, and simple arithmetic in Unity.
Master conditional statements in Unity by using if, else if, and else, compare values with greater than, less than, and equal, and explore nesting, logical operators, and switch statements.
Master for, while, and do-while loops in Unity, initializing i, incrementing with i++, and controlling execution from zero to ten with appropriate conditions.
Explore arrays in Unity by creating integer lists, understanding zero-based indices, using length and for loops to manage grid data, and iterating with for each loop to avoid out-of-bounds errors.
Create and call a function that takes an array as a parameter and returns a modified array, while exploring length, indexing, and printing results in Unity.
See how a class acts as a blueprint to create objects with public fields like name, role, and held, and how each object has its own memory shown by playerInfo.
Explore how constructors initialize player objects in Unity, setting default values like health and role, and how to override them with new player instances such as mage or warrior.
Explore passing values and references to function parameters in Unity, showing how object references share memory while primitive values like integers do not through class and int examples.
Explore public and private modifiers in Unity, and learn how getters and setters control access to health and role properties.
Discover inheritance in Unity by creating a warrior that derives from a player, accessing the player's behavior and health, and customizing public and private fields to alter attacks and stats.
Explore how MonoBehaviour, the base class for Unity scripts, enables attaching scripts to game objects, accessing components with GetComponent, and controlling start and update lifecycles.
Learn how static variables and static functions in Unity enable global access to power and attack, including sound effects, while weighing performance considerations.
Explore how Unity coroutines enable delaying actions with yield return, using wait for seconds, wait for seconds real time, and time scale, and learn to start, pause, and stop coroutines.
learn how to use enumerations to represent player states in Unity, including prepare, start, and game over, and switch between them to drive gameplay.
Explains how arrays and lists in Unity C# are initialized, indexed zero-based, and how lists offer more flexibility with adding, removing, and counting elements.
Create a new Unity project for Fish Master, import and organize sprites, fonts, and hooks, configure the layout, and begin gameplay with earning money and upgrading gear.
Add a background, hook, and fisher in a unity scene, configure z-order, and attach a rigidbody2d and circle collider to enable trigger-based fishing interactions.
Implement a Unity hook that moves left or right by clicking, converts screen coordinates to world coordinates, and links a hook script to the camera and transforms.
Start fishing by scripting a hook that tweens the main camera's y position using length and time, with delegates and on update to manage collider and reset.
Create a fish prefab in Unity with a circle collider trigger and a sprite, expose serialized fields for fish type and movement, and animate with a looping left-right tweener.
Launch a fish spawner in unity by scripting in c#, using serialized fields and a fish types array to instantiate fish prefabs with varied types at runtime.
Implement a Unity hook fishing mechanic that uses on trigger 2D to hook fishes, attach them to the hook, and animate a rotating shake.
Create a Unity UI for a fishing game using canvas and the event system, and switch between main, game, and end screens with buttons, images, and dynamic text.
Develop and manage an idle game manager in Unity by tracking length, earnings, and costs with public variables, saving progress with player preferences, and calculating offline gains on pause.
Create a screens manager in Unity to switch between main, game, end, and return screens within a single scene, and update UI texts for money, costs, and earnings.
Finish our hyper casual game by wiring the idle manager and screen manager to switch screens, tally money from fish, and implement on click functions for length and strength.
Learn how to import and organize assets in Unity, set up the project layout, create prefabs, and manage animation and assets for a 2.5d game.
Master the basics of Unity by building a dummy ball, a ball handler script, and a prefab, then instantiate and propel the ball with force using a simple camera setup.
Create and rotate a new circle in Unity by instantiating a random circle from resources, positioning it, and applying a time-based rotation to simulate movement.
Create a color changer in unity that changes the circle’s color when the ball collides with it, using color changer and handler scripts, prefabs, and splash effects.
Learn to spawn and manage circles in Unity by tracking ball count, creating new circles, and moving and color-changing circle objects.
Learn to add multiple circle objects by duplicating and customizing circle scripts, adjusting rotate by, rotation time, and loop type (ping pong), and applying transforms to create varied motion.
Develop and manage level progression with a level handler script, configuring balls count and total circles per level using player preferences to save progress across sessions.
Learn to implement a Unity color script that changes ball and circle colors on clears, using a color array, random color selection, and a sprite renderer for splash effects.
Discover how to create hurdles in Unity by tracking the current circle, instantiating obstacle variants, applying color states, and updating through the ball and level handlers.
Build a Unity gameplay UI by configuring a sprite background, screen space camera rendering, and a gameplay panel with a shoot button, ball indicators, and pause controls.
Explore measured tuning for a hyper-casual Unity game as the presenter shows managing hearts and balls with a ball handler, user interface elements, and player preferences.
Finish gameplay UI by updating on-screen texts for total balls and score from the level and circle counts. Implement splash effects using a sprite and splash material loaded from resources.
Design a level complete screen in Unity by creating a fill-circle animation, adding level and numeric text, and sequencing UI activation after a brief delay.
Create a pause and fail screen in a hyper-casual Unity game, wiring a restart button and pause mechanics using time scale and canvas UI.
Design and wire a main menu in Unity for a hyper-casual game, add a play button, level text, and start game logic, and test the start screen flow.
Learn to create a circle particle system in Unity, including a ring sprite, an expanding and fading animation, and triggering complete or fail sounds when the level completes.
Learn to build a 3d unity arcade game, importing assets, setting up layout and scenes, and implementing a ball-and-block loop with hp, levels, and game over.
Create a cannon and ball in Unity, add colliders and a rigidbody, tune the camera, apply a physics material, save the ball as a prefab, and prepare a UI dot.
Set up a Unity shoot script by organizing scripts into folders, creating a dot-based projectile pack, and wiring public fields, aiming logic, and left-click shooting for interactive cannon gameplay.
Finish our shoot script in Unity by implementing force-based projectiles driven by mouse input, dodge vectors, aim calculations, and rotation, with dot visualization and projectile spawning.
Build a cannon that aims and shoots multiple balls, instantiate a ball prefab, apply shoot force, and create ground and platforms with colliders and materials in Unity.
Set up a Unity scene by creating a background plane, assigning a material, and building a game controller with a levels list to spawn, position, and manage levels.
Attach a block script to decrease the ball count on collision, destroy blocks, and clear the level, using a level prefab with a min–max block count and proper tagging.
Learn to implement a spawning level system in Unity using player preferences to save and advance levels, with a check blocks routine to increment levels across sessions.
Learn to implement dynamic camera shakes and transitions in Unity by creating a camera container, scripting shake logic, and rotating the camera to sides and front during gameplay.
Implement a shot count in Unity to limit cannon shots to three, increment the count on each shot, and adjust the camera based on the shot count and level transitions.
Create and configure a shot count ui in Unity by adding a canvas, text components, and a shot count script that updates top and bottom texts with animation curves.
Implement a ball count ui in Unity by mirroring shot count logic, updating text as shots occur, adding an outline, and syncing with the game controller and block counts.
Create an extra ball progress bar for the cannon using a UI image and mask; adjust width and color and increase the ball count as progress fills.
Set up a game over sequence with cannon slide-in and move in/out animations, and scripting for ball destruction. The tutorial prepares the game over logic for the next video.
Create a game over ui by adding a canvas as screen-space overlay and a panel with a replay button, tap to continue, and score and best score, then slide in.
Add bomb sound and score display in Unity by configuring an audio source, updating score and best score text, and implementing game over UI and main menu navigation.
Build a pause button and pause menu in Unity, toggle the game with timescale 0 and 1, and wire home and play buttons to resume or restart the game.
Create a Unity score system that updates scores in the UI, saves highs with player preferences, and awards five points for the first shot and three for subsequent shots.
Learn how to import assets for a hyper-casual Unity game, organizing fonts, models, materials, sounds, and scenes, and set up a starter layout to build color-matching levels.
Implement touches in Unity by creating a transparent fullscreen canvas button and using the event system to detect pointer down and up, tracking is pressing for the Helix.
Learn to make a movable helix and cylinder in Unity by rotating the Z axis with mouse or touch input, using angle tracking, delta calculations, and transform updates.
Create a 3D sphere ball in Unity and set up the main camera, then implement a ball movement script that moves the ball along the z-axis with speed when touched.
Learn to build wall fragments as prefabs in Unity, load resources, and spawn walls with a wall script using instantiate, position, and parenting to create a rotating obstacle track.
Implement a Unity camera follow for the ball by scripting a follow target, adjusting wall positions, and testing the camera offset to keep the ball in view.
Color handling for the ball in Unity uses a current color with getters and setters, applied to the ball's mesh renderer, with random colors generated from a color array.
Learn color-driven mechanics in Unity by using wall colors that contrast with the ball and a wall fragment script that applies colors from the game controller.
Master spawning walls in Unity by looping to a wall count, instantiating prefabs, parenting to the helix, randomizing local rotations, and spacing walls with a z offset.
Add a finish line with a box collider and finish line tag, position it ahead of the walls, and use OnTriggerEnter on the ball to detect finish or fail.
spawn a color bump wall that colors the ball via a color bump script, using random colors from the game controller.
Learn to build a level by creating wall prefabs, configuring their placements and rotations, and using a game controller to generate and reset levels with color bombs.
Add stars to the color helix, configure star objects with colliders, instantiate and position them on walls, and implement color bump logic to change colors and boost score.
Learn to adjust the ball color in Unity via color bumps, implement a color rising mechanic, and control the camera and level progression to reach the finish line.
Add a smaller wall to the color script by toggling a smallWall boolean with a 20 percent random check, and adjust rotation to increase game difficulty.
Learn how to implement level progression in a hyper-casual Unity game by using player preferences to save and load levels, spawn walls and color bombs, and scale difficulty across levels.
Create a game over sequence by attaching a splash sprite to the ball, randomizing its spin, and disabling the mesh renderer and sphere collider to end the round.
Implement a flashback in Unity by adding an empty flash object and a flash animation, then trigger it to return the camera to its prior position during gameplay.
Implement a score system by counting destroyed walls and awarding points, doubling the score when hitting a perfect star. The lecture covers wall tagging, counting, and score updates.
Create a UI score and best score display in Unity by implementing score text, best score text, and a point display with Text Mesh Pro and PlayerPrefs high score.
Design and configure a level UI in Unity, including a progress bar, outlines, and text labels, then script progression to update color, fill, and percent display.
Create a level complete message in level ui with a text object, font size 15, color, and overflow; wire progression and finish line in the level script and game controller.
Create an empty game object for sound effects in Unity, add hit, fail, and level-complete sounds, adjust volumes, and wire them to play on game events; test in gameplay.
Explore a Unity-based hyper casual game of a ball destroying color-coded obstacles, progressing through levels with a progress bar, minimal UI, cosmetics, sounds, and ads.
Preview the stack fall game in Unity, demonstrating 3D setup, level progression, collisions, scoring, particle effects, and how to create and customize a stack fall project in Unity Hub.
Learn to build a simple 3D player in Unity by creating an empty player object, a visual sphere, a rigidbody, collider, and script-driven movement using mouse input and bounce mechanics.
Learn to build a level spawner in Unity by randomly selecting and instantiating obstacle models from prefabs, driven by level progression and modular spawning logic.
Implement a camera follow system and destroy obstacles on collision, coordinate spawning and game over when targets are smashed, and rotate obstacles with a rotator for dynamic visuals.
Develop and tune level spawner algorithms to ramp difficulty in hyper-casual Unity games, using rotated obstacles and level-based random timing to reduce repetition.
Build a cooldown-based current time controlled by input to make the player invincible. Enable obstacle destruction and higher scores during the invincibility window.
Build a stack part controller and a stack controller in Unity, enabling a shatter effect with rigidbodies, gravity, colliders, and a force-point explosion, plus cleanup of child parts.
Learn to implement level progression with Unity player preferences to store and load level as an integer, and define a four-state player state (prepare, playing, dead, finished) to manage transitions.
Create a singleton score manager in unity to persist and update the player's score across scenes, with methods to add and reset score and track high scores using player preferences.
Implement a singleton sound manager in Unity to control an audio source and play sound effects with configurable volume and pitch, using clips like bounce, death, win, and destroy.
Learn to build Unity UI with canvas, text, image, and an event system, configure render modes and anchors, and create a top bar with a progress slider and level indicators.
Learn to script a Unity hyper casual game's UI in C#, including level slider visuals, color-driven player material, and dynamic score text through awake initialization and level progress logic.
Learn how to add a fire effect to your player and toggle an invincible UI indicator using a circular image, background ring, and color changes, plus basic particle effects.
Build a home UI in Unity, including a trail renderer for the player, and a bottom-anchored tap-to-play UI with a settings button and expandable music options.
Implement ignore UI mechanism in Unity to prevent UI clicks during gameplay, using pointer event data and raycasting, then add a sound on/off toggle with a button and sprite changes.
Design a finish UI in Unity by adding a darkened panel, level finished text, level number, complete level text, and a tap to next prompt.
Design and implement game over UI by adding a UI image, a 'game over' title, score and best score, and a 'tap to restart' prompt with centered alignment and outlines.
Learn to implement death and win effects in Unity by removing the player and collider on death, spawning a splash effect, and triggering a win effect with sound.
Learn to design vivid color systems for hyper-casual games in Unity by assigning strong player and enemy colors, creating simple color palettes, and dynamically changing colors with HSV randomization.
Analyze a color bump hyper casual game in Unity, focusing on ball movement, color-based obstacles, level progression, minimal UI, settings, cosmetics, and monetization through ads.
Explore the color bump project in Unity, showing a mouse- or touch-controlled player navigating nine levels, shattering on color mismatch, and restarting with slow-motion replay.
Import assets, set up a ground plane and a sphere player, attach a rigidbody, and implement a mouse-driven movement script with sensitivity and clamped delta.
Position the camera behind the player, create a camera parent to enable a reliable follow, adjust the camera speed, and clamp the x and z bounds to prevent backtracking.
Learn to build a simple level using level objects and prefabs, arrange triangles and cubes across scenes, and tailor materials and colors so the player can touch matching objects.
Learn to implement a move left and right script for cylinders in Unity, using speed, distance, minX and maxX, plus collision with white-tagged objects and layer settings.
Explain starting the player, gating movement with can move, triggering game over on enemy collision, and restarting levels via scene manager, plus dynamic background color with random sprite color.
Implement start and finish mechanics using a start object and finish line with a collider, and save progress with player preferences to load the next level via the scene manager.
Learn how to generate lighting in Unity by baking lightmaps in rendering settings, apply lighting data across levels, and adjust tiling to visually mark start and finish.
Create a game manager and a UI canvas to host the HUD, level progress bar, and current/next level indicators in Unity, with a swipe animation guiding gameplay.
Learn how to build a Unity game manager that initializes level texts, distance tracking, and swipe hand UI, updates progress, and handles level advancement and UI removal.
Create a dynamic game over effect by turning the player into breakable shards, instantiating a breakable sphere, applying rigidbody forces, and spreading fragments with Unity.
Fix lag from multiple breakable players by adjusting time scale and game over logic, and add a trail renderer to the player with tunable width, color, and decay.
Explore how a simple crosshair aiming mechanic drives levels and modes in a hyper casual game. Apply lessons on fast scene transitions and bullet management to build a small game.
Preview of Mr. Bullet showcases the core mechanics, level selection with 16 levels, and gameplay elements like aiming, shooting, and unlocking new levels, within a 2d Unity setup.
Set up your Unity workspace, import assets, configure resolution, and assemble the player from head, chest, arms, and legs with pivots and sorting layers, plus attach a gun.
Develop the core shooting mechanic in a hyper-casual Unity game, design level with sidewalks and ground, and create a laser effect using a line renderer and fire positions.
Learn to build a Unity player aim system with a reusable player controller, a laser line renderer, and mouse-driven shooting using screen-to-world coordination from the main camera.
Create a bullet prefab in Unity with a circle collider and dynamic Rigidbody2D, instantiate at the fire position, and apply force to shoot.
Learn how to build an enemy ninja ragdoll in Unity by assembling body parts and adding rigidbodies and colliders. Configure hinge joints, layers, and bullet interactions to achieve realistic physics.
Learn to implement enemy ninja mechanics in Unity by using triggers for bullet collisions, applying force, and tuning transforms, gravity scale, and tags for dynamic combat.
Create level props, including a box and plank, with colliders and tags; script bullets to destroy the box on impact, and craft a TNT prefab for testing.
Use prefab props like plank and box plank, detect collisions with tagged objects, and measure velocity magnitude to trigger death and print statements, while renaming props and handling sounds.
Instantiate an explosion prefab on collision or trigger in Unity, creating a TNT blast that applies force to nearby rigidbodies within a radius and uses a particle system for visuals.
Limit the player's ammo in Unity, decrement on every shot, and prevent firing when empty, while a game manager counts enemies by tag to declare win or game over.
Build a Unity game ui with a top hud and exit and restart buttons. Spawn golden and black bullets from prefabs and manage ammo with a game manager.
Create a bottom hud game over panel with a restart button and a slide-up animation, then implement a crosshair that appears when aiming and tracks the camera.
Design a win screen UI in Unity by creating a win screen object with a background panel, a 'good job' message, stars, and start, next, restart, and exit buttons.
Learn to implement a Unity win screen by wiring a game UI manager, updating win text and star sprites, handling four outcomes with a switch, and animating the win panel.
Learn to design multiple levels in Unity by creating prefabs for player, enemies, and UI; set up scenes, ground, and level props, and wire next level and restart logic.
Create a Unity sound manager with a dedicated object, public static instance, and an audio source to play gunshots, deaths, and hits.
Create a main menu in Unity with a play button and level selection using a scrollable grid, mask, and UI images.
Implement a Unity level system using player preferences to track current level, unlock levels via scene manager build index, and wire level buttons with the main menu using a level script.
This lecture shows how to build a simple fade in and fade out transition in Unity using a full-screen image, color tween, and animation clips, then trigger scene changes.
Run Race 3D centers on one-button jumping mechanics, including double jumps, with simple level design, coins, cosmetics, and leaderboards, all accessed from a straightforward main menu.
Preview the run race 3D game, exploring the main menu, level progression, and AI bots while showing how to create players, customize names, and view the leaderboard.
Set up a Unity project by configuring the editor layout and 1080 by 1920 resolution, then import assets, create level and player objects, and add colliders and a camera follow.
Explore how to move a player in Unity by choosing between a character controller or a rigid body with physics, then implement forward motion, gravity, and jumping.
Implement a player jump by updating vertical velocity with gravity via delta time and applying it through the character controller, triggered by keyboard or left mouse input.
Create a ball, build a wall with colliders, and tag it for detection. Enable wall jumping by detecting wall collisions, allowing sticking and turning during jumps, and gradually sliding down.
Add a boolean to track double jump and enable a second jump in midair after the first, using jump force times 0.5, test and decide to keep or remove it.
Learn how to implement wall sliding in a Unity hyper-casual game by detecting wall contact, toggling a wall slide state, and adjusting gravity and vertical velocity to slow falls.
Discover how to build a responsive three-dimensional character animation system in Unity, wiring run, jump, wall slide, and falling states through an animator, parameters, and transition timings.
implement a turn mechanic that rotates the player 180 degrees when moving off the floor direction, using ground tagging and a turn flag checked in update.
Design your first level in Unity by building walls and platforms, adjusting the player size and camera, testing jump gaps, and adding a background for a smooth hyper-casual experience.
Learn to implement a camera follow in Unity by creating a camera follow script with an offset from the player, and smoothly move toward the player using delta time.
Create a Unity AI controller by duplicating the player, swapping to an AI board, and implementing raycast-based wall detection, gravity, jumping, and wall sliding with the animator.
Add a bot, set up wall slides, and implement a finish line with checkpoints and trigger-based progression driven by current checkpoint tracking in Unity.
Create and implement a ranking system in unity by tracking laps, checkpoints, and distance to determine each runner’s rank, and display results on a leader board.
Implement a Unity game manager that collects runner objects, sorts them by a ranking counter, and assigns first, second, and third places while accounting for checkpoints.
Track passes as runners cross the finish line to declare first, second, and third places using a public static game manager instance to manage ranking and the leaderboard.
Implement a finish line mechanic in Unity by using a game manager finish flag, stop player movement, and trigger a dance animation with rotation and animator setup.
Build a real-time leaderboard in Unity by setting up an in-game UI canvas, text fields, and color cues to show live rankings and eliminations.
Create a leaderboard panel for the game with winner crown indicators, and build a level progress display showing the current and next levels, using images, text, and buttons in Unity.
Create a level finish script in Unity to drive the in-game UI and leaderboard, update first to third place texts, and handle opening, restarting, and advancing levels.
Create a 3 2 1 countdown in unity using a glowing count text; then start the game by enabling the AI controller and transitioning the player from idle to run.
Learn to add more levels by creating prefabs and reusable components, set up level 2 through 5 with checkpoints and lighting workflows.
In this Unity tutorial, create a trampoline by modeling and tagging objects, adding a box collider, implementing a super jump with grounded checks, adjusting velocity, and testing across levels.
Create a main menu scene with a title, name input, level progress, and a play button, and implement a level loading system that stores the current level via player preferences.
Implement a Unity level system using player preferences to track and increment the current level, update next level text and orange/gray sprites, and prevent replay from advancing levels.
Set and persist player and bot names in a Unity game by using player preferences, a names array, and random assignment with first-time prompts and placeholders.
Learn how to add a camera zoom in animation in Unity, create and apply camera animation assets across levels, adjust loop settings, and troubleshoot camera and player name issues.
Create a color-based character selection in Unity, using a color panel to buy and equip characters with points, and navigate with previous/next UI controls while adjusting camera and lighting.
Learn to script a color and character selection system in Unity, using a color selection manager with next and previous controls and smooth camera transitions to the chosen color.
Finish implementing character selection in Unity by enabling color customization through in-game points purchases, applying colors via materials, and saving purchases with player preferences.
This is the most comprehensive online course for making Hyper Casual Games that will take you from beginner to creating your own Hyper Casual games in Unity Game Engine!
The course is completely project-based.
Starting things off very simple with learning Unity and C# from scratch, so if you are a complete beginner, don't you worry I got you covered. You will learn C# from basic to advance topics in no time that will set you off to make games in it.
The course is mostly focusing on being All Level course so if you are a beginner or intermediate game developer I will provide you with information that will teach you everything you need to know as a beginner and also teach you some advanced game development techniques. The structure of the course is starting with basic info and slowly progressing into more difficult as we progress with the course.
My idea for this course is to make it a single place that will have all the resources you need to learn how to create Hyper Casual Games using the Unity Game Engine.
By having a single course with all the resources it is much easier for me as an instructor to answer your questions so rest assured that you will have my full support while you are going through the course lectures. And it will be much easier for me to update the course on a regular basis.
I want to create this course to be the best learning resource for making Hyper Casual Games that I will upload more and more content based on your vote thus it will make it easier to have my full support.
Some of the things you will learn in the course:
Unity's interface
Importing Assets
Organizing the Project
Basic, Intermediate And Advanced C# Programming
Basic AI(Artificial Intelligence)
Advanced AI(Artificial Intelligence)
Sound FX
Learn How To Use Unity's UI System
Create And Animate Menus
Level System (Lock/Unlock Levels)
Visible Level Progress
Random AI Names
Input Player Name
That And Much More Is Awaiting You In This Course
If You ever had an idea for an awesome game, then enroll in this course and learn the tools that you need to develop Your next hit game!!!
Enroll Now!! You Will Not Be Disappointed!!