
Learn to build a 2D platformer in Unity 6 using C Sharp. Build Min with player movement, jumping, attacks, enemies, collision detection, destructible objects, UI, audio, collectibles, and clean code.
The gameplay preview; see what you will build. Gameplay preview; see what you will build.
Discover the practical, project-based roadmap for learning Unity 6 and C# while building the Mint 2D platformer, covering fundamentals, player movement, jumping, AI, and UI.
Open Unity Hub, create a new project, and choose the 2D built-in renderer (or universal 2D). Name and save the project, then click create and wait for loading.
Explore the Unity editor essentials, including game objects, components, and prefabs, and learn to use the hierarchy, inspector, and scene view to build and test 2D gameplay.
Drag and organize assets into a sprites/player folder, slice the sprite sheet in the editor, adjust pixel per unit and box collider 2D, attach a player script, and save.
Explore how start, update, and fixed update drive a Unity player's horizontal movement using input.getAxis, updating transform.position with a movement variable.
Learn frame rate independent movement using time.deltaTime or time.fixDeltaTime, adjust speed with moveSpeed, and flip the player with an if condition and a custom flip function.
Learn to script a player jump in Unity using C# by applying vertical velocity through a Rigidbody2D, handling input with the space key, and tuning jump height and gravity scale.
Implement a one-time jump in Unity by tracking is ground with a bool and using Physics2D.OverlapCircle at a ground checkpoint with a ground layer and layer mask to detect ground.
Learn to create and organize player animations by using sprite sheets, setting pixel per unit to 16, and building clips in the animation and animator tabs.
Configure Unity animator transitions for idle, run, jump, and attacks using a run parameter and jump bool, including any-state transitions and zero-duration rules for immediate responses.
Discover how to control Unity Animator transitions: idle to attack 1–3 with triggers, disable exit time, set zero transition duration, and drive walk, jump, and hard animation via code.
Wire the animator component and obtain it via start. Drive idle, run, and jump transitions using movement and run floats, and jump booleans.
Learn to implement random attack transitions in Unity using C#. Trigger attack animations (attack1, attack2, attack3) with left click and simulate hurt animation with right click while logging debugging messages.
Create the first enemy by duplicating crown, importing enemy sprite, flipping the sprite, slicing sprite sheet, and adding Rigidbody 2D, Box Collider 2D, plus idle, running, and attack animations.
Configure the animator in Unity: set a default state, add attack (bool) and HUD (trigger) parameters, and implement zero-duration transitions from any state to HUD, attack, walk, or death.
Build an enemy patrol script in Unity using C#, applying transform.translate for horizontal movement and Physics2D.Raycast to detect ground via a ground checkpoint and layer mask, flipping as needed.
Create a 2d box collider with physics2d overlap box to detect when the player enters attack range. Then trigger chase and attack logic and visualize the collider with gizmos.
Implement enemy chase and attack behavior in Unity using a patrol function, distance checks, and Vector2.MoveTowards to chase the player, flip, and attack when in range.
Flip the enemy to face the player based on horizontal distance, and trigger attack animation via the animator when in range; revert to walk or patrol when out of range.
Master enemy health, take damage, and death in Unity by triggering heart animations, using animator set trigger, and destroying the enemy after death, with physics and colliders managed.
Trigger a left-click attack that spawns a circle at the player's attack point, detects collision with enemies via Physics2D.OverlapCircle, and calls the enemy's take damage through an animation event.
Implement a singleton pattern and serialized field in Unity to keep code clean and expose fields in the inspector. Manage awake and start sequencing to ensure correct initialization.
Create an enemy attack using Physics2D.OverlapCircle at the attack point with a radius and player layer, trigger it via animation event, detect player collision, and log takes damage.
Implement a player health system with max health and a public take damage function that subtracts damage until zero, triggering die function, with singleton pattern via awake to expose player.
Teach how to set up enemy 2 in Unity: slice sprites, configure pixel per unit, create walk, heart, attack, and die animations, and implement patrol with rigidbody2d.
Implement enemy chase and animation transitions in Unity by referencing the player position, chase speed, and animator; measure distance with Vector2.Distance and toggle chase and attack states through the animator.
Create an attack point and radius circle using Physics2D.OverlapCircle to detect the player, then call the player's take damage function via a singleton pattern.
Implement an enemy health system with max health and a take damage function that reduces health, triggers a heart animation on hit, and destroys the enemy when dead, singleton access.
Copy and adapt the flip function to make enemy 3 face the player by comparing x positions and flipping, tracking the facing left state during collisions in Unity 2D.
Learn to make the main camera follow the player with Cinemachine, configure tracking targets, dead zones, and offsets for smooth, controlled gameplay.
Learn to implement camera shake using Cinemachine's basic multi-channel perlin noise, adjust amplitude gain and frequency gain, and trigger shakes from damage with a reusable camera shake script in Unity.
Use a shakeTime timer in update with Cinemation Basic Multi-Channel Perlin to stop camera shake by subtracting time.deltaTime, starting from amplitude 4 and setting gain to 0 after 0.2 seconds.
Learn how to create and spawn an explosion effect when an enemy dies in unity, including sprite sheet slicing, prefab creation, animation clip settings, and camera shake.
Slice sprite sheets into 16 by 16 tiles, create a Unity tile map grid, and build a tile palette to place walls, water, and terrain.
Place tiles with the tile palette and brush, then add tile map collider 2D, set ground tag and sorting layer, and merge colliders with composite collider 2D.
Learn to create a parallax effect by layering a background and clouds, slicing sprite sheets, and building tile maps, with camera adjustments and Cinemachine damping for smooth motion.
Replace and arrange multiple backgrounds in a Unity 2D scene, set up sorting layers and parallax, flip duplicates, and organize them under a backgrounds holder to create a seamless level.
This course is for complete beginners or who just started out learning unity game engine with c sharp programming language, In this course you will learn everything that you need to make a game in unity game engine with C# coding, You will learn about game objects, components, UI, Audio, scripting and lot more other things in unity game engine such as how to add audio to the game or how to make player game object move with the help of c sharp coding, In C# you will learn about classes, variables, functions, if condition, comments & much more things in c sharp programming language, I have explained everything from scratch from game objects in unity to classes in C# programming. If you never touched unity game engine then don't worry this course is absolutely for you.
This course will teach everything that you need to make your first 2d game in unity game engine with the help of c sharp programming language, You will learn all the basics of game development in unity game engine with c sharp programming, From game objects to component, gravity, player movement mechanics, player shooting, enemy spawn everything you can think of to make a game in unity with C#!