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Build a First-Person Platformer in Unity 6
New
9 students

Build a First-Person Platformer in Unity 6

Create a polished and reusable first-person controller with smooth movement, camera motion and platforming challenges.
Created byZouhair Serrar
Last updated 10/2026
English

What you'll learn

  • Build a first-person controller with smooth movement and mouse look in Unity 6.
  • Make platforming more forgiving with coyote time and double jumping.
  • Recover the player to a safe position when they fall into the water.
  • Bring movement to life with footsteps, jump sounds, and landing feedback.
  • Create and combine procedural camera motions like head bobbing and landing.
  • Create a platforming challenge with jump pads, collectibles, scoring, and a time limit.
  • Create a menu system with a global event bus for controlled communication between all your components.
  • Organize gameplay into focused components and prepare a standalone build.

Course content

5 sections • 34 lectures • 6h 40m total length
  • Introduction3:27

    Learn how to get the most from the course as you explore the movement and platforming features you'll build.

  • How to Take This Course7:39

    The mindset to have to get the most value out of this course.

  • Creating the Unity Project18:34

    Learn how to give your project a clean starting point and set the scene for the work ahead.

Requirements

  • Basic knowledge of the Unity editor.
  • Basic C# programming knowledge.
  • Unity 6 installed on a computer suitable for development.

Description

This course is a gentle introduction to creating a polished first-person game in Unity.

This is the result of years of trial and error trying to perfect the formula of a modular first-person controller, this is the 4th course that I released or worked on in my instructor career about such a topic, with 3 serious attempts at making a commercial FPS game in Unity that ultimately failed, but I learned a lot of lessons from each of these experiences, and in these lectures I'm giving you the culmination of all that work for you to start on a solid foundation in your own projects.

This course is intended for developers who are past the beginner stage. I need you to be familiar not only with C# and Unity but with some intermediate-level concepts like actions and delegates, scene management, and some common design patterns. I will not spend any time explaining the basics of programming or using Unity, if you still struggle with this, I have a complete beginner course all about the basics, and you're free to take any beginner course you like and come back to this one at a later time.

We'll ask and answer a lot of interesting questions regarding first-person mechanics:

  • Why does one movement setting feel responsive while another feels awkward?

  • What makes a jump forgiving without removing the challenge?

  • How to add headbobbing without inducing motion sickness in the player?

  • How to recover the player to their last safe position when they fall into a pit instead of forcing them to restart the whole level? (Ok we don't have bottomless pits in the game, it's just water and somehow it can kill you, maybe we're on an alien planet so it's alien water made of silicon, I didn't think this through tbh)

We'll discover how to mix different camera motions and add various kinds of feedback like sound effects and connect them to the player's actions.

We'll bring a lot of systems together to create a nice platforming experience, where the goal is to collect some coins scattered around the level before a timer runs out.

Did I also mention jump pads? Yes we'll make jump pads. Boiinnnnng!


Thank you for checking out the course, I'd love for you to join us.

By the end of the lectures, you'll have a solid and modular first-person controller, you'll have made a few levels with platforming challenges that are connected together, and you'll be in a much better position to take on more advanced game projects that would have been too hard for you as an intermediate-level Unity developer.

I did my best to keep the duration of this course as short as possible, right now it sits just shy of 7 hours, and I designed it to be a quick win for you. If you need any help, I'm always available to answer any question you have in the q&a section, don't hesitate to reach out.

Who this course is for:

  • You know the basics of Unity and C# and want to build a responsive first-person controller for movement and platforming.
  • You want to write your own first-person controller and understand how input, movement, mouse look, and jumping work together.
  • You want to make movement feel more responsive with acceleration, deceleration, coyote time, and double jumping.
  • You want to bring more life to your game with head bobbing, landing camera motion, and sound effects that respond to the player's actions.
  • You learn best by building and testing a practical project, with a foundation you can adapt to your own gameplay ideas.