
Create a new Unity 2D project in Unity Hub for Android, set up a circle fruit with circle collider 2D and Rigidbody 2D, and build reusable wall prefabs.
In Unity, set up a 2D fruit physics material with dynamic friction and bounciness, create fruit sprites and prefabs, and design managers for spawning, merging, and player input.
Create a fruit manager to spawn fruit prefabs at the world position of a screen click using the main camera, and instantiate them with identity rotation.
Define a fixed spawn line in Unity by adding a y spawn position, visualize it with gizmos, and instantiate fruits at that y coordinate.
Learn to render and position a fruit drop line in world space, show it during finger drag, and spawn fruit when the finger is released, with clean input handling.
Spawn the fruit without physics while dragging to place the line at the clicked position, then enable the fruit’s Rigidbody to dynamic on release, refining sprites and prefabs.
Implement a spawn delay in a Unity hyper casual mobile game by adding a fruit class, enabling physics, and using a timer to gate player control after a click.
Create a fruit spawn appear animation in Unity by adding an animator and animator controller, keyframing scale from zero to one with cubic-out curves and non looping playback.
Add more fruits by creating three fruit prefabs, wiring a merge manager for merge logic, and randomizing spawns from a fruit prefabs array in Unity, while separating animation from scale.
Explore how to detect collisions between fruits in Unity using on collision enter 2D, implement a merge manager, and use events to trigger merge logic and debug collision handling.
Learn to implement better collision detection in Unity by using a fruit type enum, serializable fields, and a public getter to compare types and trigger same-type collisions.
Implement fruit merging in Unity by detecting collisions with a merge manager, determine the merge center, and spawn the new fruit of the merged type via an event-driven, coroutine-assisted workflow.
Apply improvements and bug fixes to a Unity hyper casual mobile game by organizing fruit spawning under a parent, preventing null or destroyed objects, and managing spawnable prefabs.
Expand the Unity game's fruit set by implementing the merge logic, creating sprites, and testing that two oranges merge into a melon, with varied spawn and sizes.
Fix fruit spawning bugs in Unity by enabling physics after merges, disabling the collider during drag, and introducing a spawn delay controlled by the fruit manager.
Create a next-fruit hint system by building a UI canvas and TextMesh Pro label, and wire a fruit manager to display the upcoming fruit name.
Design and animate a blueberry sprite for a hyper casual mobile game by building a circle base, adding kawaii eyes and mouth, outlines, color, and scalable features for crisp visuals.
Create and polish fruit assets for a hyper casual mobile game in unity, including cherry, plum, kiwi, peach, and blueberry, by duplicating shapes, adjusting colors, adding leaves and highlights.
Design and customize fruit assets by duplicating shapes, adjusting colors, sizes, and outlines to create kawaii orange, melon, watermelon, and coconut assets for a Unity game.
Swap fruit sprites in prefabs, set pixels per unit to 512, and revert colors to white; replace colliders with a polygon collider 2d and tune vertices for accurate collisions.
Build a next-fruit image user interface in Unity for a hyper casual mobile game: arrange fruit image containers, update sprites via a get next fruit method, and apply object-oriented programming.
Add a score, refine the background, and implement a deadline line in Unity with a game over condition when fruits cross it, while using events to update the next fruit.
Describe creating a game over detector with the game over manager, using the fruits parent, update checks, has collided flag, and a two-second timer.
Implement a Unity timer for a hyper casual fruit game with start/stop controls, a duration threshold, and a game over manager that detects fruits above the line.
Create a basic Unity UI setup with a menu, a game window, and a game over panel, including a play button and a next button, controlled by a game manager.
Create a UI manager to control the menu, game, and game over panels with active state methods, and use a game state enum in the game manager to switch UI.
Implement a singleton game manager in Unity to ensure a single instance, manage game states, and trigger panel displays and fruit spawning via a game state change event.
Add a merge delay in Unity by introducing a can-be-merged flag and using invoke to delay the merged fruit, refining collision timing and the core game loop.
Wire the next button to reload the scene and reset fruits and score timers. Unsubscribe from events in onDestroy to prevent errors and support a smooth restart.
Apply and customize Unity particle systems to create merge effects for fruits, using burst, color changes, and background splashes, and explore prefab variants to change fruit renderers.
Create and configure fruit prefab variants in Unity by duplicating fruit folders, updating colliders, assigning different renderers and colors, and aligning particle colors and fruit types.
Implement merge-triggered particles that reflect the new fruit color, apply explosion forces to nearby fruits, and build a score UI with a label and container, adapting for devices.
Create a score manager in Unity to track and display score with TextMesh Pro, update on merges, apply a score multiplier, and show the top score in the menu.
Add and persist a best score in a Unity game by creating a best score UI and saving/loading via player preferences, updating the score on game over.
Implement a merge push effect that propels nearby fruits when a merge occurs by detecting colliders within a radius from the merge position and applying force to their rigid bodies.
Add audio to your Unity hyper casual game by implementing an audio manager and merge sounds. Adjust pitch randomly and expose a settings panel to mute audio.
Explore building a mobile game settings panel or popup in Unity, including mute and music options, graphics controls, a push magnitude slider, and a reset progress flow.
Create a settings button to open and close the settings panel in Unity, wire the UI manager, and close via the black overlay with an event trigger.
Implement a settings manager to handle reset progress via a yes/no prompt, display a panel, and reload the scene while clearing player preferences.
Configure the push force in Unity by linking a UI slider to the merge push effect, using a settings manager, events, and playerprefs to save and load the value.
Attach a SFX toggle to a value-changed callback, manage a boolean is muted, and persist the SFX active state with PlayerPrefs, updating the audio manager.
Learn to adapt Unity walls to any aspect ratio by using camera orthographic size and world width, positioning left and right walls via a walls fixer script.
Implement a deadline display that appears when a fruit nears the line, using a coroutine that periodically checks distance to the deadline and toggles visibility via the game over manager.
Refine the deadline display by adjusting fruit timing, speed, and proximity checks, iterating on merge logic and collision handling to ensure accurate deadline visibility in a Unity hyper casual game.
Plan a shop for maps and skins, create multiple fruit prefabs with colliders aligned to the sprite renderer, and use scriptable objects to manage skin data in the fruit manager.
Create a skin data scriptable object in Unity to store two arrays: object prefabs and spawnable fruits, and expose getters to access them in code.
Create and organize skin data with scriptable objects to swap fruit and ball visuals using color variants and prefab variants, and set up a shop to select skins.
Draw the shop UI layout for a hyper casual Unity game, including a 1080x1920 screen, top label, back button, skins scroll view with names, coin prices, and a purchase button.
Create a shop panel in Unity by duplicating the menu, adding a purchase and back button, and configuring a horizontal skins scroll view with a content size filter.
Turn the skin button into a reusable prefab, add a skin icon and a selection outline, and set up a purchase area with price text and a coin icon.
Procedurally spawn skin buttons in a Unity shop UI by instantiating skin button prefabs, wiring icons from skin data scriptable objects, and managing selection with the selection outline.
Learn how to initialize and select a default skin, wire up skin button callbacks, and hide the purchase button in Unity by adding onClick listeners and handling selection states.
Hide the purchase button for unlocked skins and reveal it for locked ones by loading saved unlocked states via player preferences and a boolean array linked to skin data.
Switching skins in Unity by selecting unlocked skin buttons that feed scriptable object data to the fruit manager, with on skin selected events and last-skin saved in player prefs.
Implement and test a purchase button flow to unlock skins, tracking the selected skin, updating unlock state, saving data, and managing the purchase button visibility via callbacks.
Implement save data in the Unity project by persisting unlocked skins and the last selected skin using a key-based system, refining load and initialization order to ensure correct restoration.
Attach a TextMeshPro skin label reference in Unity and update the label when a skin button is selected, retrieving the name from the skin data.
Open and close the shop by wiring a shop panel to a ui manager, back button, and shop button; test the open/close flow across devices.
Plan and implement a coin system by adding a coin manager and awarding one coin per merge. Unlock maps by player score using a scroll view in the main menu.
Hey there !
If you’re watching this video, it means that you are interested in the Interactive part of the course, and want to be part of it.
If not, you can still take the course & Learn by being a spectator.
And that’s okay ! Because you and me, are going to make an Amazing Game.
We are first going to create the Suika Game, also know as the Watermelon Game.
It’s basically a Merge Game, similar to 2048, but with Kawaii fruits !
This is not your usual type of course. I wanted this one to be kind of like a LiveStream, so that you can “Enter in my head” and Learn about the thought process of an Professional Game Developer.
This means that you will learn how to Organize your ideas, create an MVP (Most Viable Product) of your game, and Improve on it.
It also means that we will have Bugs ! And I’ll show you how to Track These Down.
You will learn about Good OOP Practices (Object Oriented Programming), how, and when to use them.
We will also tackle a very important part of Game Dev, POLISH.
I’ll show you how you can turn a simple 2D Game into an Addictive, Highly Satisfying Hyper Casual Game.
Wait, I did not talk about the interactive part of the course yet, did I ?
Well, anytime you have an idea to improve the game, you can Leave a Review with the feature you want, and I’ll try and Implement it !
It can be anything reasonably possible of course, from Expanding the game map, Adding more fruits, Adding themes, More effects or whatever you can imagine.
So if you feel like this is something for you, Enroll Now, and Let’s Do This !