
Set up a mobile coloring project in Unity by creating a 2D URP project and configuring layout. Switch to Android, organize assets in folders, and import pencil, snail, flower images.
Color a sprite by detecting clicks with a circle collider 2D and a raycast. Change the hit sprite's color via its sprite renderer, scaffolding for multiple brushes.
Learn to manage multiple sprites in Unity with a snail example, using sprite mode multiple, serialized fields, and colliders to enable coloring of individual parts.
Discover how to color multiple sprites by raycasting all hits, selecting the top sprite by the highest sorting order in layer, and applying color to its sprite renderer.
Learn to use Unity's line renderer in 2D mode by creating and editing points, applying gradients, adjusting vertices, end caps, alignment, width, and worldspace to draw on screen.
Learn to instantiate a line renderer as a prefab, paint by clicking on a plane with raycast from the camera, and set two positions to draw lines in world space.
Learn to draw with line renderers by instantiating a current line and painting on a canvas. Build a helper addPoint method and manage point indices for mouse or touch input.
Master changing the line renderer color with a gradient and HSV random colors, applying a fixed start color for consistency, and optimize performance by adding points only after movement threshold.
Improve performance by limiting line renderer points with a screen-space distance threshold and updating the last clicked position from input.mousePosition.
Enhance Unity's line renderer by adding textures and creating a dedicated line material. Experiment with diffuse textures, tiling, texture mode, and texture scale, including applying random textures as an exercise.
Discover procedural meshes in Unity by building a mesh brush that creates quads from vertices and triangle indices as you press and drag your finger, enabling dynamic painting.
Learn to create a basic triangle mesh in Unity by defining vertices and triangles, display it with a mesh filter and renderer, and explore prefab-based instantiation and shader materials.
Extend the mesh brush by computing four vertices around the hit position using brush size and raycast results, then create the mesh in update to enable a smooth painted path.
Enhance your mesh brush by dragging to draw, using lists of vertices and triangles, updating the mesh in place, and calculating start indices to build quads.
Boost mesh brush performance by trimming vertex workload, applying a distance threshold, and ensuring new brushes render on top with a negative z offset, while adding random color HSV values.
Change the mesh material to display textures; add UV data and use a transparent shader with a base map; paint with a brush and learn masking next lesson.
Master masking a painting inside a quad with the stencil buffer, using mask and masked layers, and a URP custom renderer with render objects.
Duplicate the sprite scene as a masked sprite and color the sprite texture by looping pixels in a texture 2d, applying color with alpha, and preserving outlines via multiply.
Learn to color a sprite by duplicating its texture, creating a new sprite from a copied texture, and assigning it to the renderer, while adjusting pivots for proper display.
Color circles and squares on sprites by painting the texture at the click position, then create and assign a new sprite to renderers.
Map player input to a sprite texture by converting world points to local coordinates, clamp to 0–1, then compute pixel positions using the sprite rect to draw where you click.
learn to paint the snail by raycasting the current sprite, storing the current sprite renderer, coloring the hit sprite with the brush, and optimizing for brush size and performance.
Apply color to sprites in Unity by color times alpha, while preserving borders by storing each original texture in a dictionary keyed by the sprite's sibling index, enabling vibrant painting.
Switch from a square to a rounded brush by checking distance to the brush center, then color with exponential fading and color lerp from the previous color.
Move from texture-based coloring to gpu shaders using shader graph to color a snail sprite, passing the texture to the shader and producing a color texture for the sprite renderer.
Create a GPU sprite brush, build a full color shader graph that multiplies the original texture by a color, and apply the material to the brush.
Color sprites in Unity using a full color material and shader, assigning a brush texture and random HSV colors via a render texture and blit workflow, while handling mipmaps.
Learn to draw circles with a GPU shader, using brush radius, UV position, and original versus main textures to color textures and preserve outlines.
Enhance your Unity GPU painting by multiplying the output color with the original texture, incorporating outlines, and using the edited texture and a color input as starting points for painting.
Export and test an android apk from Unity, configure player settings, resolve graphics and memory issues, and use the profiler to diagnose texture memory usage.
Optimize memory use by caching textures per sprite with dictionaries, replacing per-frame texture creation, and reuse edited and render textures to keep performance steady during painting.
Learn to fix a graphic glitch by switching graphics APIs from Vulkan to OpenGL ES 3, remove the development build checkbox, and set a 60 fps target for smoother painting.
Add three brush size buttons anchored to the bottom-right to let players change brush size, using a vertical layout group and sizes 120, 75, and 50 for landscape screens.
Build a brush size manager in Unity to switch brush sizes via size buttons, implement a singleton GPU sprite brush, and visualize the active size with color changes.
create a left-side pencil selector with a vertical scroll view, using a vertical layout group and content size fitter to keep pencils at 100 pixels, with clean spacing.
Create and assemble a pencil container in Unity by building a pencil prefab with base, led, and head, color them, manage masking, and prepare prefabs for instantiation.
Learn to move the pencil container in Unity by scripting a pencil parent transform, using move magnitude and LeanTween to create smooth select and unselect animations, with easing options.
In this lecture, you build a pencil manager to instantiate pencil containers from a prefab under a parent and color pencils using a color array by updating image colors.
Implement brush color changes in Unity by clicking pencils and using an event trigger. Create a pencil manager to handle selection and unselection, then apply the color to the brush.
Build a Unity brush texture shader that supports multiple brushes, uses tiling, offset, and UV positioning to center and size brush strokes.
Learn to assign the brush texture in the shader, multiply by a hardness property to control opacity, and implement rotation with tiling and a time-based random seed in Unity.
Create brush data as scriptable objects with texture and hardness, enforce a 0–1 range, and switch brushes via a manager that updates a sprite brush for paint, pencil, and spray.
Learn to implement an undo system in Unity by saving sprite textures, tracking changed sprites with an undo object, and updating the undo button state.
Improve painting performance by preventing painting when the mouse hasn't moved, track previous mouse position, and paint only after movement exceeds a threshold in 2D space for the sprite brush.
Colors play a huge role in games, and more broadly, in real life.
Many games revolve around the painting / coloring mechanic.
Do you want to create a wonderful game where your players can color your creations, or even color the world they are in ?
Then look no further, this Course is for You !
In this course, we will explore 5 different techniques you can use to create a coloring game, in Unity.
Each one of these techniques will see its difficulty level increase.
As the level of difficulty rises for each of these techniques, so too does the vast expansion of possibilities they offer.
We will first Start with the most basic one, which is coloring a sprite. We will manage the player input to detect any image and color it with the color of your choice.
In that section, we will get to learn about 2D Raycasts, the Input class, and our sprites sorting order.
In the Second Section, we will experiment with “Line Renderers”. This is a built-in component that allows you to draw, well, lines…
But we will hack it so that it feels like a paint brush! You will learn how you can apply textures, play with its colored gradient and optimize its performance.
This will be an additional arrow to your quiver.
The Third Technique will allow you to create infinite worlds if you get it right ! You will learn how to create procedural meshes, texture them using the uvs, and optimize them.
This is a coloring course, so I’ll show you some nice tricks to use them as a paint brush. But you can totally create 3D objects with this technique, go one step further and create infinite procedural terrains. How amazing is that ?
Additionally, you will learn how to mask or restraint your drawing to a plane using the Stencil Buffer. That’s a technique that I explain in more details in another course, and you get it for free here.
After that, you will learn how to manipulate Textures in the Fourth Section. This is such an amazing power that you will have in your hands. It will allow you to edit each and every pixel to your liking.
Using that technique, we will first color the whole texture, then draw a square, and finally polish the look with a smooth rounded brush.
But that technique has limitations, as you increase the brush size, manipulating textures can be heavy on the processor.
That’s why the Fifth Section will show you how to leverage the GPU to get a much higher frame rate, thus a smoother player experience.
You will learn how to create your own shaders, pass a texture to a shader, let it apply some changes, and get your texture back to apply it to your sprites.
I’ll show you a nice trick to keep the borders of your drawing, even after it’s been colored. You can then decide if you like the look of it or not.
To complete our course, we will add colored pencils to the side of the screen, to allow the player to change the brush color.
We will also add a nice way to select the brush size.
And this will make, for an amazing coloring game.
This course will definitely step up your game dev skills, if you’re ready to Become a Color Master,
Grab it, today.