Making games

Scenes, objects and components, and each part of a game: physics, lighting, sound, UI, input and shipping it.

Projects and assets

What's in a project folder, how assets are named, and importing models, images and sounds.

Scenes and objects

What a scene is, how objects nest, and how transforms add up.

Components

Adding, editing and removing components, and the list of what's built in.

Prefabs

Reusable objects: saving one, placing copies, changing one copy, and spawning them from scripts.

Meshes and materials

Drawing an object: built-in shapes and imported models with the Mesh Renderer, and how materials color them.

Lighting and environment

Lights and shadows, the sky and ambient light, and reflections.

Cameras

Which camera the game draws from, perspective and orthographic, and exposure, tonemapping and bloom.

Physics

Rigid bodies and colliders, triggers, characters, joints and collision layers.

Particles

Smoke, sparks, dust and fire with the Particle Emitter, and controlling one from a script.

Audio

Playing sounds and music with Audio Source and Audio Listener, positioned in the world or not.

Game UI

Menus, HUDs and health bars: UI documents, the Canvas component, the UI editor, and driving UI from scripts.

Input

Reading the keyboard and mouse, and naming controls as actions.

Saving data

Keeping a player's progress and preferences between plays, with Save slots and Settings.

Files

Reading and writing files of your own from a script: a player's levels, a replay, a text log, and your game's shipped data.

Building your game

Turning a project into a game anyone can run, and the settings that shape it.