
Immerse learners in Unity game mechanics mastery and Blender 3D modeling through a dynamic course trailer that highlights core concepts, workflows, and project-based outcomes.
Learn to build a Unity game with 2d gameplay and a 3d look, blending 2d and 3d elements. Create a player, shooting, physics for walk and jump, and gates.
Learn to code practical Unity skills by downloading Unity, creating a platform shooter project, finishing a game, and publishing to app stores while building your portfolio.
Create and manipulate 3d elements in Unity by adding a cube, adjusting transform (position, rotation, scale), and applying materials. Organize assets and save the scene.
Create the Unity player by structuring a hierarchical game object with an empty container and a capsule, then add a capsule collider and a rigidbody to enable gravity and collisions.
Create a Unity player script, attach it as a component, and use update loops and input checks (get key down vs get key) to move the player left or right.
Implement horizontal player movement in Unity by controlling the rigidbody with velocity or target velocity, using a public movement speed, and preserving vertical and depth motion for left-right input.
Implement a Unity jump using a downward raycast floor check and Rigidbody.AddForce on the up axis, with tunable jump force to prevent repeated mid-air jumps.
Set up a main camera script that targets the player, applies an offset, and uses Vector3.Lerp for smooth following; switch to fixed update for consistent physics and adjustable speed.
Implement shooting bullets in Unity by instantiating bullet prefabs, moving them with delta time, and destroying them after a lifetime while handling direction and organization.
Learn to craft bullet particle effects in Unity by tuning lifetime, speed, size, emission rate, and cone shape, adding color over lifetime and trails in world space.
Learn to design multiple bullet types in Unity by creating and customizing prefabs, adjusting damage, materials, and particle effects, and preparing for spawn logic and a future charge shot.
Implement a charge shot in Unity using an array of bullet prefabs and a space bar hold timer to derive a strength-based bullet index.
Create a base enemy class in Unity that handles health, damage from bullets via a trigger collision, and destruction, laying groundwork for multiple enemy types and shared behavior.
Create a rock enemy in Unity with a container, collider, and rigidbody; implement a reusable enemy script and prefab with smooth shrinking damage feedback.
Create an enemy kill effect by designing a non-looping particle system prefab, spawning it at the enemy position upon destruction, and tweaking color over lifetime for explosive visuals.
Learn to automatically destroy a game object with a particle system after its emission finishes by using a C# script in Unity, ensuring memory is freed.
Create a walking enemy in Unity that moves left and right with a timed pattern, using a walking enemy script extending the base enemy and a rigidbody.
Develop a knockback damage system in Unity by using health points, collision-based damage from enemies, temporary hit invincibility, and directional knockback forces depending on the hazard position.
Configure unity physics materials for the player, enemy, and rock with dynamic and static friction set to zero and friction combine minimum, then tune knockback and hit invincibility timer.
Fix knockback direction so enemies push the player left when touched, not right, and implement movement only when not in knockback or invincible, using a zero friction material.
Design a flamethrower enemy in Unity with quaternion-based target rotation, enabling left-right facing and rotating behavior, while implementing a flame cannon with colliders and a player-damaging effect.
Build a flame thrower enemy in Unity using a particle system and collider, with a flame script that hurts the player but lets bullets pass through.
Develop a shooter enemy in Unity that detects the player within a defined radius using sphere cast all, then shoots bullets and reacts to hits.
Create an enemy bullet in Unity that travels toward the player, damages on trigger collision, and destroys itself after impact, using a dedicated script and prefab setup.
Spawn enemy bullets in unity by implementing a cooldown timer, instantiating bullets at the shooter’s position, and directing them toward the player while rotating to face the target.
Learn to implement burst fire in Unity using coroutines to shoot three bullets per burst at the player, with a configurable interval and vertical noise for each shot.
Fix shooter enemy firing by correcting sphere cast distance and direction, adjusting the search radius and rate, and validating behavior via prefab tests.
Design and implement turret enemies in Unity by building a rotating turret that detects the player within range, looks at the player, and fires bullets using prefabs and cooldowns.
Create and animate a functional Unity door controlled by a button, using a door container, open position, and a lerp-based movement for smooth opening.
Create a Unity button that opens a door when the player presses it, using colliders, a C# script, and visual feedback with materials.
Create a trigger element script to manage open and close actions for doors, chests, platforms, and teleporters, wire buttons to targets, and convert these elements into prefabs.
Explore how timed buttons and doors use a countdown timer to trigger doors and obstacles in Unity, with a press duration and reset logic.
Learn to create dynamic moving platforms in Unity using movement offsets, start and final positions, and coroutines to alternate targets with lerp-based motion.
Design a teleporter in Unity using teleporter objects with exit references, and apply materials and particle effects. Script the trigger enter logic to teleport the player while avoiding infinite loops.
Define a simple boolean flag and a public property to inform the teleporter when the player passes through, preventing an infinite loop in on trigger enter and enabling safe re-entry.
Extend the trigger element to activate teleporters in Unity by wiring a game button to the teleporter and managing particles and colliders. Implement start-on-trigger with awake to set default states.
Learn reliable trigger patterns for doors, teleporters, and moving platforms by using default disabled states and a clear start-then-trigger order. Test timing and button interactions to ensure stable gameplay.
Implement a cut scene trigger in Unity with a box collider and a curtsying trigger script that moves the camera to target position and back, while restricting player movement.
Use the game camera as the cutscene controller, verify the trigger targets the player, and toggle a public lock inputs flag to disable movement during the scene.
learn how to create and rotate a power up, implement a generic power up script with an enumeration to differentiate types, and detect collection via a trigger to apply effects.
Learn to implement time-bound power ups in Unity using a reusable power up routine, with duration handling, visual blink feedback, and an active power up state for flexible gameplay.
Learn to implement a supercharge power up that bypasses specific parameters, adjust the charge shot timer, and trigger overpowered bullets within the Unity shooting logic.
Create and customize an invincibility power up by duplicating the existing supercharged power up, renaming it, extending its duration to 10 seconds, and updating its material and particle visuals.
Learn to build and optimize a Unity UI with a canvas, text elements, and anchors, pivots, and scaling strategies to support multiple aspect ratios and reference resolutions.
Create health and time displays in Unity by linking UI text elements to a game controller, updating health points and a running timer while handling localization.
Design a power-up bar in Unity with a green scalable image anchored to the top bar, animating its scale via the game controller callback when a power-up is collected.
Declare a public delegate and event for collect power up actions, pass a power up parameter, and subscribe handlers in the game controller to invoke and log invincibility.
Track power up duration and animate the power up bar by computing elapsed time, scaling the bar, and deactivating it when the duration ends, while showing the power up name.
Animate a cutscene in Unity by switching camera focus, displaying top and bottom UI bars, and coordinating start/end through delegates and events between the game camera and the game controller.
Create a pause button and pause area in Unity, connect on click events to the game controller, and use time scale to pause and resume gameplay with an overlay.
Learn to create, save, and switch between scenes in Unity, set up a pause menu with resume and menu actions, and configure build settings and scene management.
Join Mammoth Interactive step-by-step in building a fully featured game from scratch! We show you how to make all the code and art for the game. You'll also design rock scenes quickly for use in game backgrounds.
This course was funded by a #1 project on Kickstarter
Our experienced instructors Kevin Liao and Glauco Pires explain everything from a beginner level. That means you don't need any prior coding or digital art experience!
Make epic games
Glauco takes you through the process of coding a game in Unity® from scratch. Kevin teaches you how to create all the artistic elements you will need to complete the game. Kevin will teach this section of the course in MagicaVoxel and Photoshop to make original art.
Make jaw-dropping 3D models
Kevin will also teach you how to use Blender to make low-poly art. You draw 6 3D models of rocks for use in game development or other creations of your choice.
Included in this course is material for beginners to get comfortable with the interfaces. Please note that we reuse this content in similar courses because it is introductory material. You can find some material in this course in the following related courses:
Source files for all projects are included!
Bonus
Also included is the webinar How To Master Anything by Mammoth Interactive founder John Bura.
Reviews
I really like the approach the presenter takes – not just the technical details, but also the very human, personal development information and recommendations he provides.
The instructor is very good at teaching. He teaches at a great pace and covers anything a beginner would need to understand (every little detail). I am already learning a lot and I just started yesterday.
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