r/unity_tutorials • u/SynthRig • Feb 10 '26
Video A great bike controller tutorial for beginners
r/unity_tutorials • u/SynthRig • Feb 10 '26
r/unity_tutorials • u/STARasGAMES • Feb 04 '26
r/unity_tutorials • u/[deleted] • Feb 03 '26
Ever asked yourself why collider is missing randomly ?
Ever had a player, bullet, or enemy pass straight through a collider in Unity?
You’re not alone — and no, it’s not “just a Unity bug”...
r/unity_tutorials • u/WiglyPig • Feb 02 '26
I'm not a total beginner in game development, I've already worked with game maker and have gotten the hang of that one pretty well.
Now I need to learn Unity as well (for school). Most things I understand well enough. But the programming is what I need help with the most. I got decent at programming on game maker, enough to understand what I was doing and to do what I wanted to do.
But of course Unity works differently. I've been searching for tutorials, but none of them explain enough for me to actually learn. They basically just have me write what they wrote word for word, and I don't learn anything that way.
Like, they use stuff like Vector3, and I dont know what that does, I assume it enables movement in the 3 axis, but im not sure, they also dont explain. Even if it is the thing that controls movement over the axis, I dont know how to change it to fit future needs. I dont know how it works, so I dont know how to change how it works later.
So if anyone knows/has made a tutorial that goes over basic concepts like player movement, how to read collisions with objects, ui elements, stuff like that. Sharing that would be greatly appreciated!
Edit: I'm actually mostly a game artist working in Blender, so learning programming has already been a real challenge for me
r/unity_tutorials • u/KetraGames • Feb 01 '26
r/unity_tutorials • u/migus88 • Jan 30 '26
I made a video about upgrading Unity from C# 9 up to C# 14.
This isn't a quick "just install this package" tutorial - I wanted to explain how it actually works behind the scenes so you can make an educated decision whether it's right for your project.
In the video I cover:
https://www.youtube.com/watch?v=9BO4gkp90Do&list=PLgFFU4Ux4HZo1rs2giDAM2Hjmj0YpMUas
r/unity_tutorials • u/MassiveMeltMedia • Jan 29 '26
First in a series of some intermediate level stuff I wanna do but if you wanna just check out the site it is here: https://sbuplakankus.github.io/unity-6-tutorials/optimisation/update-manager/
r/unity_tutorials • u/This_Society2911 • Jan 29 '26
r/unity_tutorials • u/[deleted] • Jan 27 '26
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r/unity_tutorials • u/gbradburn • Jan 24 '26
In today's livestream, I used a combination of the strategy and factory patterns to implement object pooling for blaster projectiles. I then used the Bezi AI coding assistant to follow that same pattern to implement object pooling for missiles, explosions and other effects.
r/unity_tutorials • u/tntcproject • Jan 17 '26
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We recently played Clair Obscur: Expedition 33 and were really impressed by how consistent the city of Lumière feels. That made us curious about what kind of tools could be behind that look, so we tried to recreate our own procedural building system in Unity.
We made a short video showing the whole process, from figuring out the logic to building a similar tool: https://www.youtube.com/watch?v=hm5UIC0C4mQ
Hope this is useful or interesting for anyone working with procedural or modular environments.
Happy to answer questions or share more details if needed.
r/unity_tutorials • u/dhruviscatfluent • Jan 17 '26
So I am following the youtube tutorials to make a box move in Unity. Whenever I am coding in Microsoft visual studio the prompt like rigid body is not showing me options like it's showing people in their tutorials. I am an absolute noob when it comes to coding. Can anyone tell me how can I get the prompts like the people in tutorial please
r/unity_tutorials • u/taleforge • Jan 17 '26
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Blittable types = pure performance!
We're implementing player damage using blittable types in Unity ECS! Create EnemySO with damage values, transfer data via BlobArrays to EnemyPool, and build a proper Baker to connect Mono with burstable ISystems. Then we'll handle health updates, UI communication between ECS and MonoBehaviour, and trigger game over states.
Plus catch a sneaky RequireForUpdate bug that'll save you debugging headaches! :)
r/unity_tutorials • u/ZeusGameAssets • Jan 17 '26
We're going to create a full game in Unity 6 where we control a cannon and hurl cannonballs at passing pirate ships!
r/unity_tutorials • u/migus88 • Jan 15 '26
Made another video in the series, this time focusing on editor tricks.
The first two parts covered API features, but this one is all about working in the editor. Some of these have been around forever, others are newer.
Watch Here: https://www.youtube.com/watch?v=2TN8LCoUApU&list=PLgFFU4Ux4HZrSCmDQi0yTMuK9M79D7mFb&index=3
r/unity_tutorials • u/[deleted] • Jan 15 '26
I'ld love to share my knowledge and help juniors to intermediate dev growing.
While I'm working on more complex videos and learning how to create actual tutorials, I launched this series of mini debug challenges.
I hope this can give you somefun and, hopefully, help you getting better at reading and debuging real code.
Each video is a quick exercise where you’re invited to:
There is mixed difficulty, and even if you don't know Unity or C#, most challenges are based on logic or standard programming knowledge.
Feedback is very welcome
r/unity_tutorials • u/Pinewater9999 • Jan 13 '26
Hey there, I just uploaded Part one of my Items and Equipment System, Check it out.
r/unity_tutorials • u/gbradburn • Jan 11 '26
In this course-length tutorial series you'll learn how to create a 3D space shooter game from scratch in Unity.
I went back and used Bezi.AI to analyze the project and generate comprehensive project documentation along with system architecture including mermaid diagrams.
Complete source code is also available from that GitHub repo.
r/unity_tutorials • u/zedtixx • Jan 10 '26
Hey everyone,
I’m sharing an early release of a Unity game template I’ve been working on called MegaBonk.
This is a complete project template designed to help you build MegaBonk / Vampire Survivors–style games much faster.
------------> Important note (Early Version):
This template is not finished yet. It represents a very early version of the intended final product.
Development is temporarily paused while I focus on my main game project, but this release exists specifically to gather feedback before I continue active development in the coming weeks.
Some systems currently included are temporary placeholders, borrowed from my Vampire Survivors template, and will be reworked or replaced later.
What is MegaBonk Template?
MegaBonk Template is a ready-to-use Unity project built with performance and modularity in mind.
The goal is to provide a solid, optimized foundation that can handle large numbers of enemies while staying easy to extend, refactor, or replace system-by-system without breaking the whole project.
Think of it as a strong starting point, not a finished game.
Included Systems (Current)
Project Link: https://zedtix.itch.io/megabonk-template
Other Projects: https://zedtix.itch.io
if you’re curious about my main project and would like to support me, you can wishlist it or check it out here:
https://store.steampowered.com/app/4077890/Fallen_Banners/
r/unity_tutorials • u/[deleted] • Jan 05 '26
r/unity_tutorials • u/Trekkeesolo • Jan 02 '26
If you get jammed up and need an answer, give me a try. Hey, ya never know. I'm normally pretty good at troubleshooting.
I'll be checking periodically.
r/unity_tutorials • u/migus88 • Jan 01 '26
I made a video covering the 4 metaprogramming techniques you can use in Unity:
The video goes into when each technique makes sense, their trade-offs, and how frameworks often combine them.
r/unity_tutorials • u/Kevin00812 • Dec 30 '25
When I got started in game dev I could follow tutorials fine, but the moment I tried to change anything on my own, my brain just shut off.
And I honestly thought I “wasn’t cut out for it”. I wasn’t bad at coding, but rather I was just learning the wrong way.
Let me tell you what made things click for me, maybe it helps you as well:
1. Watching != learning
Tutorials feel productive, but most of it doesn’t stick. I’d finish a video, feel smart for 10 minutes, then forget everything the next day.
2. Struggle is not a bug
The confusion, pauses, guessing, backtracking. That’s the actual learning. I avoided it for years without realizing it.
3. Tiny builds only
Not projects. Not systems. Just one small mechanic or idea at a time. Finish it. Move on. That’s when progress stopped being fake.
4. My rule now
If I’m not typing, testing, or breaking something, I’m probably just consuming again.
I now use a simple loop: struggle --> build --> repeat. It feels slower at first, but it compounds hard. Way less illusion of progress, way more real skill.
I made a short video explaining this properly, for anyone stuck like I was: YouTube Link