🚀Learning Path

Build a shoot ’em up with Unity 6

Twelve complete lessons: from a 2D scene to movement, combat, waves, pickups, feedback, and a playable Web build.

12 lessons 72 min total
  1. 0
    Shmup #0: The starting map — prepare a project you can finish

    Understand the destination, prepare the tools and artwork, and establish reliable lesson checkpoints before writing code.

    5 min read
  2. 1
    Shmup #1: Anatomy of a 2D screen — camera, layers, and stars

    Build the static screen first, then add motion through world units, camera framing, sorting, and repeating star layers.

    5 min read
  3. 2
    Shmup #2: From a button press to the ship's position

    Trace input through an Action, a Vector2, and a Rigidbody2D, then calculate camera bounds to keep the ship visible.

    5 min read
  4. 3
    Shmup #3: The lifetime of a shot — from Fire to expiry

    Understand prefabs and instances through one projectile: its muzzle, motion, cooldown, and expiration.

    5 min read
  5. 4
    Shmup #4: Two projectile lifetimes — understand object pooling by comparison

    Compare create/destroy with rent/return, define reset responsibilities, and migrate the complete shooting system without changing its behavior.

    6 min read
  6. 5
    Shmup #5: Collision rules — from overlap to damage and death

    Define interactions before wiring colliders, then complete Health, DamageOnContact, and EnemyMover with repeatable checks.

    7 min read
  7. 6
    Shmup #6: One machine, many enemy types — separate configuration from state

    Derive EnemyData, Apply, and WeaponData from two enemy variants, while keeping shared configuration separate from per-instance health.

    6 min read
  8. 7
    Shmup #7: Draw the schedule, then build the wave spawner

    Use a timeline to understand coroutines, count, interval, and delayAfter, then spawn different enemy types from one pool.

    6 min read
  9. 8
    Shmup #8: A run's lifecycle — score, health, Game Over, and Restart

    Begin with run states, divide Health, GameSession, and HUD responsibilities, then connect events and restart without broken references.

    6 min read
  10. 9
    Shmup #9: A pickup's journey and the lifetime of a buff

    Make one healing pickup work before adding shields, rapid fire, refresh rules, and the two stages of loot probability.

    7 min read
  11. 10
    Shmup #10: Designing feedback — hear and see each event

    Map gameplay events to sound, sprite flashes, particles, and camera shake, finishing each response before combining them.

    9 min read
  12. 11
    Shmup #11: From project to playable link — build and publish for the Web

    Pass Editor, local-build, and hosting checks; understand output files, compression, and measurements before sharing the game.

    5 min read