
Download unity hub from unity's website and install it. In unity hub, install the editor using the lts version with visual studio community, android build support, and ios build support.
Create a new Unity project using a URP 3D template, rename it to hyper casual crowd runner course, dock windows, remove example assets, and switch the build target to Android.
Explore importing a hyper casual runner model from the Unity Asset Store, download the FBX version, and import it into a new models folder in Unity, preparing for future animation.
Create and animate a hyper casual runner in Unity by building an animator controller, assigning looping idle and running animations, and setting the running state as the default.
Add a camera follow script with the cinema screen package, create a virtual camera, and configure it to follow and look at the player using world space and damping.
Duplicate runners to form a crowd, then place them with the Fermat spiral using the golden angle, updating local positions in Unity to prevent overlap.
Create a crowd counter in a Unity mobile game by attaching a white bubble with a text mesh pro label to the player, and update it from the runners parent.
Create a road chunk in Unity by modeling a cube and sizing short, medium, and long chunks along z axis, organizing them under a chunk object for procedural road generation.
Apply bluish runner material with emission and disable fog to improve shadows. Adjust camera and lighting for visibility; clamp runner movement using the crowd radius from the Fermat spiral.
Create a level by duplicating short, medium, and long chunks, drop door prefabs into each, and use the chunk manager to arrange the sequence.
Create a UI manager to connect the play button to the game manager, update the game state on click, hide the menu panel, and start player and runner animations.
Create and style a top-aligned progress bar in Unity using a slider, disable interaction, and update its value from the player and finish line Z positions to track progress.
Add a level text above the progress bar, style with Milky Coffee font and outline, and update it from player prefs via the UI manager and the chunk manager.
Create a level script table object to store an array of chunks, wire it into the chunk manager, and generate levels using a clamp and modulo approach.
Wire the player animator to make all new runners run by creating a player animator field, assigning it in Unity, and invoking the run method to start their motion.
Create a two-state enemy ai with idle and running modes, using a search radius and overlap sphere to target and move toward a runner, then destroy both on contact.
Add a 20-enemy group to a level chunk by placing the enemy group prefab and centering it at z zero. A bubble above the group shows the enemy count.
Implement a game over panel with a retry button and subscribe to game state changes. Show it on game over, stop the player, and reload the scene to restart.
Implement a level complete panel in Unity, switch the game state to level complete, show the panel, hide the game UI, and use the next button to restart the level.
Duplicate and arrange levels by duplicating chunks, adjust enemy counts and doors, and test the loop to ensure an endless hyper casual flow.
Add haptic feedback to the game with a vibration manager that triggers taptic feedback on door hits, runner deaths, and level completion, plus a settings panel to enable or disable.
Create a settings panel to toggle sounds and haptics, build container and button sprites, import to Unity, and arrange with vertical and horizontal layout groups.
Implement a settings manager to show and hide the panel, toggle sounds and vibration, and update the button sprites, wiring callbacks to a sounds manager for volume control.
Implement and wire up haptic (vibration) controls in a Unity mobile game by adding enable/disable haptics logic, updating the vibration manager, wiring UI callbacks, and persisting settings with PlayerPrefs.
Create a singleton data manager that loads coins from player prefs, updates UI coin texts, and exposes add coins to increment and save the total.
Create your first coin by turning a cylinder into a coin prefab, adding a sphere collider, applying a yellow-orange material, and tagging it as coin.
Implement coin detection by detecting collisions between the player and coins, destroying the coins, and updating the coins counter via the data manager.
You've completed the course and now understand how to make a hyper casual game. Updates will add particle systems, a shop for coins, and guidance on advertisements and publishing.
Add a shop user interface to the hyper casual game, implement a purchase button to unlock a random skin with coin price, and include a back button and shop label.
Create a three-by-three grid of skin buttons in the shop panel using a grid layout group, configure sizes and spacing, and add a lock icon with a selector outline.
Create a Unity skin button script for a hyper casual mobile game that configures skin sprites, unlock state, and UI elements, enabling select and lock behavior via a shop manager.
Add a purchase feature to the shop: create a public purchase method, select a random locked skin, and unlock it via its button and sibling index.
Update the shop's purchase button interactivity based on the player's coins. Create a get coins method, apply the skin price, and refresh the price text in the shop manager.
Import new hyper casual characters and motions from asset packages, replace the runner model, and create an animator controller with idle and run animations, ensuring looping and correct reference.
Expose a get animator method from the runner in Unity and control idle and run animations. Enable the chosen skin among nine on the render prefab.
Add skins to the render prefab and build a runner selector to enable the chosen skin, set its animator, and apply materials for a Unity mobile hyper casual game.
Create and attach a player selector script to manage skin changes for runners, handling skin indices and prefabs so new runners inherit the chosen skin from the shop.
Wire the shop panel to an on skin selected event, save the last skin with player prefs, and restore it on startup after subscribing.
Use the transparency capture package to create transparent-background screenshots of skin icons, export them as sprites, and update the shop interface with new skins in Unity.
In this course, you will learn how to make a cool and fun Hyper Casual game.
Together, we will go through creating variables, creating methods, putting code together, adding 3D models and even creating images.
We will then put all of this together to Create a Complete Mobile Game you can play & even publish on the App Store & Google Play Store.
At the end of this course, you'll be able to :
Create a similar game by yourself
Animate a Human-like 3D Model
Control any object with your fingers (on the phone of course)
Detect Collisions and apply a certain Logic
Control the flow of your game !
Make Managers ! Like in the real life that will help you control your game
Create basic UI Elements
Open Unity and be proud of yourself cause you Finally Understand!
This is only a small overview of what you'll learn, I can't put anything in here cause honestly, who's going to read it ?
Just Kiddin' !
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 !