
Create a new Unity 2D URP project in Unity Hub, version 2021.3.10, named Word Finder, switch to Android, and preview on iPhone 12 Pro Max while preparing the keyboard.
Create a keyboard canvas to host UI elements, set scale with screen size, and configure a three-line layout using a vertical layout group at 180 by 1920 reference.
Create the first key as a UI button, import TextMesh Pro, and convert keys into a prefab for consistent updates across lines, using a horizontal layout group to distribute them.
Create a keyboard key script in Unity to detect button clicks via the button component and onClick listener, and display the key letter with TextMeshPro.
Define a public static Action<char> onKeyPressed to handle key presses and invoke it with the first letter, then test with a keyboard tester and plan word containers.
Create a letter container in Unity by adding a sprite renderer and 3D text, adjust size and alignment, enable auto size, manage render order, and convert it to a prefab.
Create and arrange word containers by parenting letter containers, duplicate them along the x axis, organize into a words object, and adjust the orthographic camera for 2d view.
Create and wire the word container and letter container scripts in Unity, reset letter text with initialize, and prepare to link keyboard input to the letter containers.
Create an input manager in Unity to bridge the keyboard and word containers, initialize all word containers, and expose a public initialize method; next, subscribe to keyboard events.
Subscribe to the key press callback in Unity to update the first word’s letters and switch between letter containers using a current letter index.
Create a singleton word manager in Unity that holds a secret word and exposes a getSecretWord method, while uppercasing the word for case-insensitive comparisons.
Learn to automatically verify the typed word against the secret word by wiring input manager, word container, and word manager, and plan a submit button.
Add a submit button to check the entered word after filling letter containers, wiring its on click to the input manager's check word method.
Implement backspace support by wiring a backspace press callback in the input manager, guard typing with a can add letter boolean, and enable removing letters when needed.
Fix bugs in a Unity mobile word game by refining input manager to gate the submit button to five-letter words, enable/disable the try button on word completion, and backspace handling.
Enhance the hyper casual word game UI by making the try button blue when active, gray when disabled, and adding a rounded nine-sliced sprite, white text, and shadow.
Colorize the letter containers to reflect validity using the secret word: green for correct letters in the correct position, yellow for present but misplaced letters, and gray for absent ones.
Color the keyboard in Unity by building a keyboard colorizer that compares the secret word with the word to check, marking keys as valid, potential, or invalid with colors.
Fix keyboard key logic by adding Validity enum (none, valid, potential, invalid) and initialize to reset colors, and introduce game manager for menu, play, level complete, and game over states.
Create a single game manager, define a game state enum (menu, game, level complete, game over, idle), and expose an on game state changed event to decouple UI from gameplay.
Design a Unity game panel UI on the main canvas, with a transparent panel, back button, coins container, score, two hint buttons, and a canvas group to toggle visibility.
Duplicate the game panel to form the level complete panel, optimize the next button, add a secret word band and score container, and plan a UI manager for cross-resolution updates.
Create a singleton UI manager to control canvas groups for the game and level complete panels. Implement show and hide methods that adjust alpha, interactable, and the block requests flag.
Show the level complete panel when the secret word is found by updating the game state. Subscribe to game state changes via the UI manager, and unsubscribe on destroy.
Create a singleton data manager to load and save coins, score, and best score. Provide public methods to add coins and increase score; update best score when needed.
Update the level complete panel to show coins, secret word, score, and best score by wiring TextMeshPro fields in UI manager and fetching values from the data and word managers.
Increase the player score when the secret word is found, update the level complete panel and coins via the data manager, using a six-minus-index scoring rule.
Wire the next button to advance game state, update score and coins in the user interface manager, and reset word containers and input components to perfect the core loop.
Duplicate the level complete panel to create the game over panel, adjust colors and rename the next button to retry, then implement show and hide logic in the UI manager.
Add game over logic to the input manager to detect when word containers are exhausted and trigger the game over via the game manager, then reset the score.
Create a hint manager in Unity to deliver keyboard and letter hints, wire UI buttons to on click callbacks, and validate keyboard keys with an awake setup and debug logs.
Implement a keyboard hint by referencing the secret word, use an isUntouched method, gray out letters not present, and select a random available key in Unity.
Learn to implement letter hint by selecting a random letter from the secret word and placing it in the current word container with a hint flag and gray color.
Improve the letter hint system by tracking given indices, preventing duplicates, and selecting a random not-yet-given index to update the list, paving the way for a dictionary of five-letter words.
Load a five-letter word dictionary into a word manager using a text asset in Unity, then initialize a random secret word from the file and update it on game reset.
Create the in-game menu by duplicating the level complete panel, renaming it, hiding the game panel, and adding a play button, a word finder title, and a top-left settings icon.
Develop the menu logic in the ui manager, wiring coins and best score texts with show and hide methods; implement play and back button callbacks to control game state transitions.
Master the reset logic across word, input, and ui managers to ensure the secret word updates only on level complete or game over, while preserving hints and keyboard behavior.
Add hint pricing in a Unity mobile game by wiring the hint manager to display prices, check and deduct coins, and update all UI coin texts.
Create a scrolling rectangles background by adding a quad, applying an unlit shader graph called scrolling rectangles, and configuring uv tiling, offset, and a time-based speed for subtle motion.
Refine the game user interface by adjusting the back button, corners, alpha, and arrow icon; update hint icons with blue and red accents, add shadows, and prepare a settings panel.
Create the settings panel by duplicating the game over panel, adding a top band and red settings container, and implementing sound and haptic toggle buttons with icons.
Learn to implement a settings panel in a Unity mobile game by wiring UI manager references, exposing show and hide actions, and wiring on click events for open and close.
Create a settings manager inside the settings panel, load and save sound and haptic states with player preferences, and update UI visuals as users toggle options.
Add a haptics manager in Unity to enable and disable vibrations, integrate the fat machines package, and trigger vibrations from game input when haptics are enabled.
Build a singleton sounds manager to play button and game sounds across the app, wire audio sources to UI buttons, and enable mute, with future sound additions.
Extend the sound manager to respond to input events by adding letter added and removed sounds, level complete and game over cues, and volume control.
Conclude the Unity mobile game course with pride as the instructor celebrates your progress, acknowledges your improved coding knowledge, and offers help, inviting you to ask questions and continue learning.
Wordle took the world by storm, in less than 3 months, people started to talk about it everywhere. Youtube, The news, and especially, the app stores.
The game has made more than $3 million dollars, and has been downloaded more than 19 million times. Amazing !
I had to make a course on this game, so let’s explore behind the scenes of this game, and see how it could’ve been made.
In this course, You will learn how to
Create a Keyboard Input
Add the Word Containers to display the word entered by the player
Manage the Player Input
Checking the word entered with some simple algorithms
Smash Bugs !
Colorize the Letters
Colorize the keyboard
Set the Secret Word From a Large Dictionnary
Add a Keyboard Hint System
And a Letter Hint System
And More ! [ Including a Shader Graph mini Lesson ]
This is just a small sneak peek of the content of this course !
Plus, if you have already taken my previous course, this one will be a breeze !
For the new ones of you, everything is explained step by step for you to understand.
If you want to make a word game, this course is for you ! We’ll explore all of these points step by step so that you don’t miss anything.
The course if full of checkpoint packages that you can download, and if it’s not enough, I’ll be here to help you understand each and every step of this course =D
So don’t wait anymore, Enroll Now !