Game Development with Unity for Web Developers

4 hours, 27 minutes CC
Game Development with Unity for Web Developers

Course Description

Learn the Unity game engine from a web developer who transitioned into full-time game development and is now a lead Unity dev! You’ll go from installing Unity all the way to making a complete video game. Use the C# programming language to make a simple physics sandbox and handle user input. Then add UI, materials, lighting, and post-processing effects. Finally, learn to compile your game to many targets, including WebGL, which makes your game work natively on the web!

This course and others like it are available as part of our Frontend Masters video subscription.


Course Details

Published: May 24, 2022

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Table of Contents


Section Duration: 8 minutes
  • Introduction
    Nick Pettit introduces the course by providing some personal background in game design and development. An overview of the course agenda and a demonstration of the completed Unity game are also provided in this segment.


Section Duration: 36 minutes
  • Unity Overview & Installing
    Nick discusses the various applications of Unity, including AR/VR product demos, film and animation, automotive, manufacturing, architectural visualization, and training simulations. A demonstration of installing the Unity Hub, Unity Editor, creating a new project, and opening the pre-made stater project is also covered in this segment.
  • Tour of the Unity UI
    Nick walks through Unity's UI and discusses each section's applications, including projects, scenes, consol, layers, layout, and hierarchy. A demonstration of Unity's UI rearrangeable layout and how to revert the layout to default are also covered in this segment.
  • Unity Ecosystem & Package Manager
    Nick demonstrates utilizing Unity's package manager to expand on Unity's default functionality and discusses the Unity Ecosystem. The Unity Manual, scripting API, asset store, community, and Unity services are covered in this segment.


Section Duration: 29 minutes
  • Scenes, GameObjects & Components
    Nick discusses scenes as assets that contain all or part of a game's content, GameObjects as building blocks for scenes in Unity and a container for components, and components as C# scripts that can expose modifiable values in the inspector. Students' questions regarding what IDE works well with Unity and if Unity is cross-platform compatible are also covered in this segment.
  • Scenes
    Nick demonstrates the composition of a scene in Unity and briefly walks through various actions that can be performed on scene objects, including transform.
  • Setup Scene Game Objects
    Nick walks through setting up the initial in-game objects, including changing the camera view, adding new objects, editing an object's location, and scaling objects. Students' questions regarding if meters are the only unit of measurement used, if there is a common object naming convention, and if game objects are classes are also covered in this segment.
  • Player Input
    Nick demonstrates adding components to the Player GameObject including Rigidbody and PlayerInput. Brief discussions regarding mass, drag, interpolation, and input actions are also provided in this segment.


Section Duration: 44 minutes
  • C# Custom Components
    Nick discusses using custom components such as a RollingMovement component to modify the behavior of the GameObjects in the Scene and the C# variables involved in the script. A student's question regarding if it is better to use the Unity input object instead of hard coding the key inputs is also covered in this segment.
  • Movement Component Script
    Nick live codes a RollingMovement script that will be used to apply the start, reset, and fixed update positions of the sphere objects. A Vector3 is a three-dimensional vector with three floating-point values that can represent a position or magnitude.
  • Player Input Movement
    Nick walks through creating a PlayerMovement script to read direction input from the player in OnMove() and applies it to the RollingMovement component. Composing multiple components instead of having one larger component allows for more complex behaviors and reusable code.

Game Objects

Section Duration: 54 minutes


Section Duration: 28 minutes
  • Adding UI
    Nick discusses the different types of Unity UI, including overlay, camera, and world space. A walk-through of adding the base for the timer, game over text, player score, and opponent score UI is also covered in this segment.
  • Wiring UI to Game Manager
    Nick demonstrates how to implement the ability to update the game timer, player score, and opponent score in the previously created UI. Displaying responsive end game text and hiding game over text on a new game are also walked through in this segment.

Component Composition

Section Duration: 40 minutes

Processing & Deployment

Section Duration: 14 minutes

Wrapping Up

Section Duration: 11 minutes
  • Wrapping Up
    Nick wraps up the course by discussing some key ideas to take away from the course. Students' questions regarding toolsets to offload asset storage, if a home screen would be a new scene or a UI view, if it's possible to access game objects with JavaScript, if the game can be prevented from restarting while running, and if the UI can be reset for varying screen size are also covered in this segment.

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