
Set up a Unity 2022.2.1 project with 3d URP for a hypercasual shooting game, configure Android build, and import a low-poly character from Sketchfab after converting GLB to FBX.
Log in to Mixamo, upload your character, and auto rig with the standard skeleton to add idle, run, and flip animations. Download the FBX for Unity, import, and animate.
Configure the character animator in Unity by creating a player animator controller, enabling looping for idle and run animations, and adding a non looping flip animation.
Move the player in Unity by creating a dedicated player movement script, exposing move speed in the inspector, and using Time.deltaTime to keep motion frame-rate independent.
Learn to control the run animation in Unity with a player animator script, an animator reference, and a state machine featuring idle and run states.
Enhance the scene visuals by adding a ground, resizing the player, and updating materials, lighting, and skybox for a clean hypercasual aesthetic.
Set up a Unity camera for a hyper casual shooting game using Cinemachine, adding a virtual camera that follows and looks at the player with tuned offsets and lens settings.
Organize the scene and import Unity splines to build a player spline with bezier points. Add a start trigger to make the player follow the spline, with detection next lesson.
Create a Unity player detection system using Physics.OverlapSphere at the player's position with a detection radius, visualize it with gizmos, and detect war zone enters by tagging and comparing colliders.
Create a warzone with a trigger, detect entry via the trigger, retrieve the parent warzone component, and pass it to the player movement to follow a spline.
Learn to make the player follow a spline in a warzone by wiring spline references, using UnityEngine.Splines, and evaluating the spline position with a warzone timer to drive movement.
Learn to customize the player's spline-following by configuring war zone duration, animation to play, and animator speed with method overloading.
Learn to implement slow motion in a Unity mobile shooter by adjusting time.timeScale with a configurable slo mo scale, triggered in the war zone and reset on exit.
Learn to set up Unity's animation rigging package, apply inverse kinematics for arms and head, configure rig builder and constraints to make a character aim at a moving target.
Enable inverse kinematics by turning on the rig builder when the player enters the war zone, then disable it on exit, configuring rig constraints and targets.
Configure ik constraints for each war zone by assigning targets and updating the player script to pass ik targets, then implement and test bone and multi-arm constraints with weighted transforms.
Animate a target along a second ik spline with a spline animate component to improve aiming at enemies, set duration and loop once in war zone, and hide target.
Add guns to the player by importing low-poly pistols from the asset store and attaching them to the hands. Align their rotations and test aiming toward the target.
Implement a shooting system using events, subscribing to enter and exit war zone events, with a shooting line and a player shooter script that alternates pistols.
Create a yellow bullet prefab with a renderer and trail. Instantiate it at a bullet spawn position inside a war zone when the screen is touched, using Quaternion.identity.
Spawn bullets from the player and move them with a bullet script using velocity along the pistol’s local right axis. Use a dedicated bullets parent.
Automatically destroy bullets after three seconds to keep gameplay clean. Detect enemies with a dedicated layer mask and destroy them when detected, preparing ragdoll effects later.
Convert the enemy into a ragdoll after taking damage from bullets, then enable non-kinematic rigidbodies while disabling the animator and colliders.
Create a ragdoll script referencing the animator, collider, and rigid bodies. On hit, disable animation and switch rigid bodies to non-kinematic. Apply force and adjust delta time for smooth motion.
Learn to make the enemy aim at the player by reusing the player script as a character ik, configure the target to head or spine, and disable the left-hand ik.
Develop a player enemy trigger script that detects war zone entry, uses raycast from the shooting line to target enemies, and enables enemies to shoot back when the player misses.
Learn to detect enemies, maintain a current enemies list, and have enemies shoot back at the player when they leave the line of sight, using a safe removal approach.
Learn to make enemies shoot back by creating an enemy shooter, an enemy bullet prefab, and configuring spawn points and velocity to fire at the player.
Turn the player into a ragdoll by attaching a character ragdoll script, configuring colliders and rigidbodies, and applying a 500 force. Implement take-damage, death state, and game-over UI setup.
Implement the UI for game over and level complete, add a finish line, and refine enemy shooting with a delay, a has-shot flag, spine targeting, faster bullets, and dead-state checks.
Learn to set up Unity UI by creating a canvas, event system, and four panels (menu, game, level complete, game over) with a responsive scale.
Learn to set up a game manager that controls four states with an enum and a setGameState method, plus an onGameStateChanged action to notify other systems.
Implement a UI manager to control menu, game, level complete, and game over panels, switching to the game state when the play button is pressed via a singleton game manager.
Implement the game over state by setting the game state to game over, showing the game over panel, and disabling shooting after death, with retry reloading the scene.
Set up a left-side bullet user interface anchored with a vertical layout group to space bullet images. Configure colors, rotation, padding, and a six-bullet limit with a rounded container sprite.
Create a Unity UI bullets container that changes bullet colors on each shot, subscribing to the shooter event, clamping to available children, and separating UI logic from gameplay.
Convert the bullets container to a singleton and add a can-shoot method that returns true while bullets shot is less than the container's child count, gating shooting in the player.
Show or hide the bullets container based on entering or exiting the war zone, by subscribing to player movement events and starting hidden, with testing via a second war zone.
Add a reload feature that resets bullet count and restores bullet colors after exiting a war zone. Prevent enemies from shooting by checking if they are dead before firing.
Integrate the dreamteck splines package to replace the old spline, define a z-plane path, switch to bezier or b-splines, and enable the player to follow the spline with uniform sampling.
Learn to use Dreamteck spline follower to have a target follow the path and aim at enemies by adjusting normals and offsets for faster level design.
Create a level manager to spawn levels from prefabs and organize the hierarchy. Use a coroutine to enable the level after a frame to avoid issues.
Implement a level manager that spawns the current level by index, and save/load the level index using awake, load data, and player preferences to preserve progress.
Validate the level index before use to prevent out-of-bounds errors by resetting it to zero when it exceeds levels length, enabling endless gameplay and upcoming war zone levels.
Implement a Unity checkpoint system with a gradient indicator, a trigger collider, and a script to turn it green on interaction and spawn the player on retry.
Implement a checkpoint manager that triggers on interaction, stores the last checkpoint position, and uses a singleton with don't destroy on load to respawn at that checkpoint.
Expose the last checkpoint position with a public getter in the checkpoint manager to spawn the player at start and after death, and reset it on level completion.
Duplicate and edit our second level, set up platforms and checkpoints, place enemies in a war zone, and configure jumps and finish line for dynamic gameplay.
Set up war zones with splines, adjust normals and tangents, place points for front flips, back flips, and falls, then duplicate zones and sequence transitions to guide players.
Implement a multi-zone war zone flow by enhancing the level manager's spawning, gating enemies by current war zone, and auto-transitioning to the next war zone when available.
Integrate backflip and falling animations into a hyper casual shooting game, adjust animation speeds and normals, and test level progression with prefabs and a level manager.
Do you know Johnny Trigger ?
Let me present you Frankie Trigger !
In this course, you will learn how to create a Hyper Casual Shooting Mobile Game from scratch.
We will go all the way from setting up our project to creating the core loop of the game.
We will first grab a Free Character from Sketchfab, a popular 3D Models Library. This model alone won't do anything, we will need to Animate it !
And I've got the Perfect Solution for you, a Free Platform for Animations called Mixamo.
After that step, you will be able to add animations to any of your humanoid characters.
Okay that's one thing !
After Animating our character, we will use the Unity Spline System to make the player follow a certain path, perform a Frontflip, Backflip, or any animation that we want, and shoot at enemies.
I call that phase a Warzone !
When entering the Warzone, we will add a cool Slow Motion effect. There, you'll learn about the 2 Time Scales Unity uses.
If any of the enemies is touched (& the Player too) by a bullet, he will turn into a Ragdoll !
Exactly, we will add jiggly bones to our characters to make the game More Satisfying.
You will learn how to use Unity's Animation Rigging System to make the player aim at enemies, and the enemies aim at the player.
There is so much you will learn in this course, and there’s even more to come!
If you’re ready to Master New Hyper Casual Concepts, don’t miss this opportunity.
Enroll now