
Const variable definition
Readonly variable definition
Null definition
Null coalescing
is operator
Ternary operator (Single-line condition)
Assignment operator
Addition operator
Subtraction operator
Multiplication operator
Division operator
Modulus operator
Pre-increment
Post-increment
Pre-decrement
Post-decrement
Increment and decrement
Compound assignment
Operator precedence
Type definition
Array declaration
Various array commands
Insert
Remove
Clear
IndexOf
Value check
ArrayList Definition
General Overview of ArrayList
Various Commands
HashTable Definition
General Overview of HashTable
Various Commands
Dictionary Definition
General Overview of Dictionary
Various Commands
Return
Goto
Break (Previously explained)
Continue (Previously explained)
Concat
Contains
Equals
ToUpper
ToLower
Trim
TrimStart
TrimEnd
Substring
Replace
ToString
Split
Definition
Parameter System
Examples
Various Operations
Definition
Access Restriction Operations
Inheritance Operations
Example Operation
Reset()
OnDestroy()
OnMouseEnter()
OnMouseOver()
OnMouseExit()
OnMouseDown()
OnMouseUp()
OnMouseDrag()
OnApplicationFocus()
OnApplicationQuit()
OnBecameVisible()
OnBecameInvisible()
Definition and usage
Yield operations
Various operations
SetActive
activeInHierarchy
activeSelf
isStatic
layer
LayerMask.NameToLayer
tag
CompareTag
AddComponent
Getcomponent
GetComponents
TryGetComponent
GetComponentCount
GetComponentAtIndex
GetComponentInChildren
GetComponentsInChildren
GetComponentInParent
GetComponentsInParent
BroadcastMessage
SendMessage
Find
FindWithTag
FindGameObjectsWithTag
Destroy
hideFlags
DontDestroyOnLoad
Explore extension methods in Unity to extend game objects with custom, static, and chainable utilities. Learn through examples that deactivate objects, query components, and pass parameters to create reusable extensions.
transform.position assignment examples
Vector inspector operations
Vector3.back
Vector3.down;
Vector3.forward;
Vector3.left;
Vector3.one;
Vector3.right;
Vector3.up;
Vector3.zero;
(+ - / *)
Equals
Set Metotu
normalized
Magnitude
SqrMagnitude
Angle
Distance
Lerp
Slerp
MoveTowards
RotateTowards
SmoothDamp
Min
Max
Scale
localPosition
localRotation
localScale
SetPositionAndRotation
SetLocalPositionAndRotation
GetPositionAndRotation
GetLocalPositionAndRotation
Rotate
Translate
LookAt
parent
SetParent
root
SetSiblingIndex
GetSiblingIndex
SetAsFirstSibling
SetAsLastSibling
Find
childCount
GetChild
hierarchyCount
IsChildOf
Euler
EulerAngles
Lerp
Slerp
LookRotation
FromToRotation
RotateTowards
Angle
Inverse
normalized
Normalize
[SerializeField]
[Header]
[Tooltip]
[Space]
[MinAttribute]
[Range]
[TextAreaAttribute]
[Multiline]
[EnumButtons]
[HideInInspector]
[ExecuteInEditMode]
[RequireComponent]
[HelpURL]
[ContextMenuItem]
[ContextMenu]
[MenuItem]
Master the gizmos class to visually debug in Unity, using OnDrawGizmos to draw spheres, cubes, and lines for range, position, and distance visualization during development.
Screen.brightness
Screen.currentResolution
Screen.height
Screen.width
Screen.sleepTimeout
SystemInfo Sınıfı
Application.targetFrameRate
QualitySettings.vSyncCount
Cursor
General explanation of Collider
First explanation of Box Collider
First explanation of Rigidbody
Explanation of all Box Collider settings
All Trigger functions, collision detection
Accessing and modifying components via script
Creating, explaining, and processing physical material
Explanation of Rigidbody component settings
Explanation of Rigidbody collision system
Explanation of Mesh Collider
Explanation of Articulation
Explanation of Character Controller
Example movement operation with Character Controller
Explanation of Character Joint
Explanation of Cloth (Fabric effect)
Constant Force
Fixed Joint
Hinge Joint (Door – Hinge operation)
Spring Joint
Wheel Collider (Explanation and movement on real model)
Terrain Collider
Box Collider explanation
Creating physical material
First collision operations
Rigidbody component explanation
Rigidbody first collision operation
Other collider explanations
Composite Collider
Area Effector
Buoyancy Effector
Point Effector
Surcafe Effector
Distance Joint
Fixed Joint
Hinge Joint
Fricton Joint
Relative Joint
Slider Joint
Spring Joint
Target Joint
Wheel Joint
Wheel Joint - Script operations for moving vehicle
Constant Force
Raycast shooting
Object access and other operations
Different raycast methods
Tag operations
Layer operations
Raycast from camera
Raycast and single object detection
OverlapSphereNonAlloc explanation and usage
Overlap-based object interaction example
Explanation of other Overlap types
CheckBox explanation and other Check method descriptions
"This course involves the use of artificial intelligence."
Are you ready to turn your dream games into reality?
This comprehensive training program is designed to take you from absolute beginner to professional level within the Unity ecosystem—even if you have no prior experience. We will start from the fundamentals of Unity and teach C# with game-focused examples. In addition to theoretical explanations, you will reinforce your learning by developing five complete projects from scratch.
What Will You Learn in This Course?
Unity interface and core systems
A solid introduction to C# programming
Game mechanics, physics engines, and animations
UI design, audio management, scene transitions, and more
File handling and data operations
Artificial intelligence systems
Online/multiplayer game mechanics
Unity Services
5 complete game projects (compatible with Mobile and PC)
Who Should Join?
Those who dream of becoming game developers
Beginners with no coding experience
Developers with basic knowledge who want to advance
Anyone wanting to master Unity through real-world projects
--- GAMES ---
3D Mobile Car Racing - Full Speed
General Vehicle Operations
Vehicle control system
Brake light and tire skid mark system
Speedometer
Reverse gear system and reverse light operation
Gear system
Nitro system
Vehicle recovery/reset system
Vehicle Assist Systems
Steering assist system
Linear friction assist
Angular friction assist
Road grip assist system
Traction control assist
Spin control system
AI Vehicle Mechanics
Lateral control system
Cornering control system
Speed control system
Route targeting and following system
Self-recovery system for AI vehicles
3D sound system (vehicle sounds are audible when passing nearby and fade with distance.)
- General Features and Functions
Data system (saving and reading data from a file)
Car customization system (changing wheel and car color, saving and reading via file system)
Settings section (controlling game, menu, and effect sounds; adjusting graphic quality)
Who's ahead system (ranking control, tracking which car is in which position)
Loading panel
Checkpoint system
Wrong-way warning system (reverse direction control)
Countdown timer
Destructible object system
Object pooling wherever necessary
...and much more.
3D Mobile FPS Game - Operation
- General Character Mechanics
Movement
Rotation
Jumping
Crouching
Manual aiming
Auto aiming
- Enemy Features
Detection system
Patrol system
Sound detection system (Can detect bullet and grenade sounds even outside range and react)
Chase system
Field of view system
Player memory system
Health bar system
Hit effect
- Weapon Mechanics
Fire mode switch system (Single Shot, Burst Fire)
Weapon switching system
Reload system
Empty shell ejection
Bullet trail effect
Auto aim correction assistant (Helps targeting enemies)
Auto aim assist system (Automatically shoots when an enemy is targeted)
Aim enlargement assistant (Automatically enlarges aim when targeting an enemy)
- General Features
Weapon upgrade system (Weapon stats can be improved)
Data system (Weapon data is saved using a file system and read back for use)
Main menu settings section (Audio settings, aim assistants, and preferences can be adjusted, saved to and read from the file system)
Mini map system
Item creation and collection system
Health system and medkit usage system
Hit direction indicator (Visually shows the direction of the received damage)
Grenade throwing system
Vibration system on damage taken
Loading panel
Level scene welcome panel
Occlusion culling system
Object pooling system wherever needed
and much more...
- General Character Controls
Character control
Fruit and juice collecting system
Slot system (for carrying items)
- General Features
Data system (All data is saved to and read from the file system)
Field system (Unlocking and managing tree slots in the field)
Fruit generation and growth system for trees
Fruit capacity system for trees
Machine system (All operations of machines that produce juice)
Fruit capacity system for machines
Juice (glass) capacity system for machines
Tree and machine upgrade system (Trees and machines can be upgraded)
Office management system (Improvements for character and customer management)
Order desk system (Desk where customers arrive)
Trash bin system (Throwing away fruits and juices in hand)
Settings menu (Audio and other settings can be configured)
Object pooling system wherever needed
- Customer System
Movement system
NavMesh operations
Order taking and movement system
Customer slot system
Customer management system (Automatically generates customers based on predefined settings and handles their technical processes)
and much more...
3D PC - ONLINE - We Must Escape From Here
This is an online puzzle-type game where at least two players must work together to solve puzzles and advance through different levels. For example, one player presses a button to open a door, allowing the other player to move to the next area and pull a lever so the first player can proceed. All movement systems and the online structure are developed and explained from scratch.
*** 2D Puzzle - Match-3 - Fruit World ***
Game Features
Dynamic Grid Generation System
Fruit Spawning
Special Fruit System
Bomb Fruit System
Game Mode System – (Time-Based - Move-Based)
Win Condition System (Score Only - Fruit Only - Score and Fruit)
Fruit Shuffling System
Special Power System
Fruit Disappearance Effect Pool
Settings Menu – Sound On/Off System
and much more...
THE ORIGINAL VIDEO NARRATION AND DESCRIPTION LANGUAGE OF THIS COURSE IS TURKISH. ALL VIDEOS HAVE BEEN DUBBED USING ARTIFICIAL INTELLIGENCE. THERE MAY BE ERRORS OR MISINTERPRETATIONS DUE TO TRANSLATION. PLEASE CONSIDER THIS BEFORE MAKING A PURCHASE.