
Set up a Unity project, design a cricket pitch texture, and apply it to a quad; adjust transparency and scale to about 23 by 4 meters for mobile gameplay.
Import a bowler character from Ultimate hyper casual characters, set the body type, and drag the prefab into the scene; then use Adobe Mixer to assign baseball pitching animations.
Upload your bowler character to Maximo, choose a run and a throw animation, export as fbx with skin, place in the models folder, and preview in Unity.
Learn to animate a cricket bowler in Unity by creating an animator controller, importing idle, run, and throw animations, looping them, and moving the character along the z axis.
Learn to manage the bowler animation in Unity by creating a script, wiring it to the animator, and moving the bowler forward with a run method.
Trigger the bowler's run and throw sequence in Unity by using a run timer and run duration, while a state enum switches between idle, running, and bowling with animator transitions.
Deliver a smoother run-to-throw transition by using a state parameter in the animator, configuring transitions and conditions, and updating the bowler script to set state values.
Learn how to create a fake ball, attach it to the bowler, adjust its size and collider, make a prefab, and trigger a throw via animation events in Unity.
Learn to build a ball launcher in unity, create a launcher and a target, and compute the launch velocity to reach the target within a flight duration using projection motion.
Compute the ball's initial velocity from the target, from position, gravity, and flight duration, then apply it via the rigidbody in Unity.
Link the ball launcher to the player bowler to launch the ball from a defined origin toward a target, with configurable duration and a ball target in Unity.
Move the boulder targets with a C# script by dragging on screen to adjust their x and z positions, clamp movement to bounds, and launch the ball toward the target.
Install the City Machine package, set up an aiming camera and a bowler camera, configure their targets and follow offsets, then create a bowler manager to switch states.
Create a bowler manager in Unity to control aiming and bowling states, enable the bowler target movement, toggle the power slider, and set up enable/disable movement using a canMove boolean.
In Unity, create a border camera script to toggle between aiming and bowling cameras, adjust the main camera blend, and use C# events to switch states.
Set up a Unity UI with a canvas, panel, and button to switch from aiming to bowling. Enable aiming camera and initialize the player's idle state.
Create the power slider by designing sprites in Affinity Designer, exporting to Unity, configuring a UI slider with anchors, colors, a custom handle, and disabling interaction for precise control.
Implement a bipolar power slider in Unity using sine from zero to one, with move speed controlling frequency, and connect a stop button and on power slider stopped event.
Link the game manager to UI panels by hiding the power panel during aiming, showing power slider, enabling the aiming panel, and wiring events to switch cameras for the throw.
Learn how to map a power slider to bowling speed in a Unity game using a boundary manager, animation curve, and min-max speed settings from 60 to 160 km/h.
Pass the bounding speed from the power slider to the bowler, start running, and launch the ball; calculate flight duration from distance and velocity, converting speed to meters per second.
Model cricket stumps and bail in blender by creating a 70 cm stump, adding a bail, smoothing, and applying a boolean cut for the top indentation.
Model the bail in Blender by creating a cylinder with rings, bevels, and a boolean union, then export the stamp and bail as FBX for Unity.
Set up stumps and bales with wood-like materials, then build a multi-collider system using capsule colliders to approximate the stump shape, anchor the stump to the ground.
Learn to anchor the stump to the ground using a configurable joint connected to a kinematic anchor, locking linear motion while limiting angular rotation and damping movement for realistic hits.
Configure the stumps and bales in Unity by adding colliders and a rigidbody, scaling and anchoring them, then test to ensure they fall when hit.
Create an ai batsman in Unity by duplicating the bowler, renaming, and attaching a bat with a collider. Set up the model, materials, and alignment for gameplay.
Import baseball idle and hit animations, organize them in a batsman animations folder, create a batsman animator controller, set idle looping, configure a cricket hit, and adjust speed for realism.
Adapt imported Maximo animations in Unity by editing hand and arm keyframes, merging idle, hit, and walk cycles, to produce a smooth, loopable bat-holding motion.
Create a batsman AI that follows the bowler target with smooth movement toward the target. Use a configurable move speed and animate idle, left, and right animations.
Improve the batsman AI by predicting the ball’s landing using a calculated target X with trigonometry, align the bat, and clamp movement to trigger the hit animation.
Trigger the batsman's hit animation at the right moment by listening to the bowler's ball-thrown event, then switch from moving to hitting to stop movement during the hit.
Guide time management for the AI batsman by using a coroutine delay, calculating best delay as flight duration minus animation duration, and adding random variation to miss occasionally.
Implement hit detection in a Unity cricket game by adding an animation event and using overlap box to detect ball collisions with the batsman.
Learn to detect bat-ball collisions in a Unity cricket game using world-space bat collider centers, overlap boxes with half extents and layer masks, then shoot the ball with controlled velocity.
Learn to time ball hits for the batsman by using a hit timer and a max hit duration to linearly interpolate between max and min hit velocities, with clamped timing.
Set up a ball-following camera in Unity by duplicating the bowler camera, enabling it on ball hit, and configure the Cinemachine virtual camera to follow and look at the ball.
Design a circular field in Unity using shader graph, with an ellipse node, adjustable radius, and colored transparency. Apply materials and add depth with a cylinder and water for realism.
Improve the field shader in shader graph by adding a second radius, circle colors, and outlines, then blend with gradient noise and remap to create subtle variations.
Learn to create a vibrant water shader in Unity with an unlit graph, using base color and noise-driven ripples powered by time, plus density, power, and fog effects.
Develop a local score UI by building a score container with overs indicators and a batsman score using UI images and TextMesh Pro in Unity.
Attach a ball script to detect ground contact with on collision method, then trigger a ball hit ground event for score manager assigning two, four, or six points by zone.
Implement a local score manager with TextMesh Pro to react to ball hit ground events, compute distance from center, and award runs based on ring radii while updating the score.
Increment the current over when the ball hits the ground. After three overs, switch to the next game mode or end the game.
Implement miss detection by creating a miss trigger and a ball missed event, subscribe the score manager to the event, and update over progression when the batsman misses.
Learn to detect when the ball hits the stumps, trigger a stump hit callback, update the over, and switch to the next game mode.
Set up the batsman scene by duplicating the bowler, applying materials, and configuring the camera to follow the batsman. Prepare to implement the player batsman script to move and hit.
Implement the player batsman script in Unity using C#, wiring the animator, movement logic, hit detection, ball hit events, and restart handling, with plans to optimize via an abstract class.
Move the batsman in a Unity cricket game by wiring the batsman script to the animator and manage control, configuring move speed and target X, then test in play mode.
Create a batsman hit button linked to the hit animation via the player batsman animator, and implement stop detecting hits to finish the swing.
Master hitting in the Unity hyper casual cricket mobile game using C#, by implementing batsman state management, hit detection, and transitions to hitting and idle animations, with improved input handling.
Develop a Unity AI bowler by creating a bowler script and a moving bowler target driven by a sine-based random aim, integrating with the ball launcher and animator.
Apply parallel Perlin noise to the AI bowler's target on the x and z axes, with min and max boundaries, and switch control between bowler and batsman in Unity.
Design and integrate a batsman manager that aligns with the bowler manager, subscribes the i bowler to on aiming started, and uses a one-frame coroutine to ensure proper event timing.
Design an AI bowler in a Unity cricket game with a two-second aiming timer, fixed bowling speed, and a bowler animator for the throw, plus implementing camera follow.
Implement the batsman camera in a Unity cricket mobile game, enabling a camera that follows the batsman and ball, switching on during aiming and restart, and removing the bowler camera.
Set up the main scene by pruning unused objects. Preview a static camera and tune lighting, fog, and water shaders to prep the play button in a Unity cricket game.
Create a play button and a persistent game manager to switch between scenes using Unity's scene management, load batsman and bowler scenes, and add them to build settings.
Implement a game manager with a public game state enum (menu, bowler, batsman, win/lose/draw), load scenes randomly, and track the first state to trigger outcomes.
Implement a Unity score manager for a cricket game, using a singleton game manager to track player and AI scores via score events, and reset scores on game set.
Learn how to switch between bowler and batsman game modes in a Unity cricket mobile game by configuring the game manager, game state, and mode transitions.
Implement win, draw, and lose panels in the batsman scene, wire show win/draw/lose panel methods, and finish game logic using a singleton score manager to trigger the correct UI.
Implement and manage end game states in Unity cricket game by setting game state, triggering on state changed events, and displaying win, lose, or draw panels with next button callbacks.
Fix the play button in Unity by attaching a UI script that calls the game manager's play button callback, then test it after a win or loss.
Learn to control the bowler or batsman transition text and show a transition panel before starting the game, using a menu manager, text mesh pro, and a canvas group.
implement smooth in-game transitions in a Unity cricket game by integrating the Lean Twin library to animate a transition panel, trigger delays, and reuse it as a prefab across scenes.
Fix the in-game transition by returning a boolean from the next game mode method and conditionally showing the transition panel, then consider displaying the total score on the panel.
Add a current score label to the transition panel, within a score container using a top panel, and use rich text color to differentiate blue player and red enemy scores.
Implement transition score updates in batsman and browser managers by updating the score text with the current score from the score manager, displayed in a transition panel.
Add end game score to the win, draw, and lose panels in the batsman scene by duplicating panels and styling the score label, win text, and buttons.
Add logic to update end game scores across win, draw, and lose panels using an end score texts array and an update method invoked from gameplay events.
In this course, you will learn how to make a cool and fun Hyper Casual Cricket Mobile Game!
Together, we will go through the various processes used in Mobile Game Dev to bring your ideas to life.
We will Create a Complete, Fully Functional, Ready to Publish game in less than 13 hours.
By taking this course, you will learn how to:
Create a similar game by yourself
Animate Hyper Casual 3D Models
Control any object with your fingers (on the phone of course, you're not an X-Men)
Detect Simple Collisions and apply a certain Logic
Control the flow of your game !
Make Managers ! Like in the real life that will help you control the flow of your game
Create UI Elements
Add Currency into your game
Detect more complex collisions
Use & Experiment with Shader Graph
Implement Unity Ads and add Rewarded Videos
This is only a small overview of what you'll learn, there is so much more in the course, it's 13 hours of Content !
The most important thing is that you'll learn, A LOT ! And if you happen to have any questions, I will take your hand and Help until you clearly understand why I wrote or did this instead of that.
I want YOU to learn because Making Games is Easy & Fun :)
So if you want to impress your friends, have a good time making your own game, self publish your game and make money, publish the next Hit game with a big publisher, or just add a bunch of information to your brain's knowledge database, this course is for you!
Don't wait anymore, and Enroll Now !