Free through lesson 3

Unity Game Dev Intro Course

From setting up through Transform and MonoBehaviour, Rigidbody and WheelCollider, engine and transmission, tire grip and steering, Cinemachine and HUD, road generation with Spline, URP night scenes, AI rivals, optimization, Steam publishing. Across 50 lessons, you'll build a complete midnight highway racing game and ship it from Steam's storefront. Every line of code and value was written with Unity 6 LTS (6000.3 series) and URP.

Curriculum

All 50 lessons are divided into 7 chapters. It's best to work through chapter 1 first, but you can also skip around to topics that interest you. Note: You can't run in the browser, so create a Universal 3D (URP) project in Unity 6 LTS (6000.3 series) and place scripts there to test.

Chapter 1 — Unity Fundamentals (lessons 1–9)

Install Unity and create a project, understand the editor's 4 windows. Tackle Transform, MonoBehaviour, SerializeField, Time.deltaTime, Input System, Prefab, Rigidbody — tools used every lesson for the next 41.

1

What Is Unity? (Setup and First Project)

Split Unity Hub and Editor roles, create NightRunner project with LTS and URP templates. Grow this one project through lesson 50.

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2

Editor View and GameObject, Components

Understand Scene, Game, Hierarchy, Inspector, Project roles, make test scene. Unity builds with components on GameObjects, not inheritance.

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3

Transform and 3D Space (Coordinates and Rotation)

Left-handed coordinates, Y-up, local vs. world, Space.Self and Space.World. Handle rotation with Quaternion, interpolate with Slerp and 1 - Exp(-k·dt).

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4

MonoBehaviour Lifecycle

Awake, Start, FixedUpdate, Update, LateUpdate calling order and counts. Input in Update, physics in FixedUpdate, camera in LateUpdate.

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5

SerializeField and Inspector

Let editor adjust code values. SerializeField private is default, avoid public. AnimationCurve and OnValidate, Play stop resets values pitfall.

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6

Time.deltaTime and Frame-Independent Motion

Multiply by deltaTime makes units "/second." Use 1 - Exp(-k·dt) for Lerp pursuit coefficient. True reason physics goes in FixedUpdate.

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7

Receive Input with Input System

Action Map and 1D Axis composite unify keyboard and gamepad into one Action. Isolate input in one class, car physics stays device-unaware.

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8

Prefab and Instantiate (Create and Destroy)

Prefab is design outside scenes. Understand override and Apply scope, Instantiate syntax, reuse frequent instances with object pool.

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9

Rigidbody, Collider, Physics Basics

With Rigidbody, don't assign transform.position directly. Interpolate and Collision Detection, Collider choice, car-critical centerOfMass.

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Chapter 2 — Drive a Car (lessons 10–14)

Progress from moving a box to controlling a 4-wheel car. Grasp FixedUpdate and AddForce, WheelCollider mechanics, build a minimal car by lesson 12, add visuals and rollover prevention.

Chapter 3 — Vehicle Physics (lessons 15–21)

From "moving" to "drive like a car." Layer engine torque curve and RPM, gear ratios and shifting, drivetrain and differentials, tire grip and slip, braking, steering, aerodynamics in turn.

Chapter 4 — Feel of Driving (lessons 22–30)

Physics alone doesn't feel good. Externalize settings with ScriptableObject, layer camera, engine sound, HUD, smoke, drift detection, damage, gamepad support. Finish with replay and ghost racing.

22

Manage Vehicle Data with ScriptableObject

Collect 50+ settings in one asset. Values survive Play stop. Runtime copy keeps asset clean, DefaultExecutionOrder guarantees init order.

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23

Build Chase Camera with Cinemachine

Switch cameras by priority, not moving. Track physics car body, not effect-tilted visuals. FOV change sells speed feel.

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24

Engine Sound (Pitch Control and Layer Mix)

One loop pitch-shifted isn't enough. 4 layers: low/high RPM × accel on/off crossfade. Verify audio rights first.

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25

Build HUD (Speedometer, Tachometer, Gear Display)

Canvas Scaler and anchors first. Gauges lag to feel analog. HUD stays physics-unaware, reads public properties.

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26

Tire Smoke, Skid Marks, Exhaust Effects

Particle System's Simulation Space is World. One dynamic mesh holds all wheels' skids for 1 draw call.

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27

Drift Detection and Scoring

"Sliding" alone won't judge. Filter low-speed lock, spins, airtime, grace period glues turn-backs. Don't reward brink-of-collapse.

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28

Collision and Damage Expression

relativeVelocity splits into 3 stages. If timeScale changes, fixedDeltaTime too. Explicitly slow speed or walls become optimal.

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29

Gamepad and Steering Wheel Support

Add Binding, device support done. Car physics unchanged. Vary compensation per device, don't forget to stop rumble.

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30

[Project] Replay and Ghost Racing

Input record needs determinism, fragile. Record state at 20Hz, interpolate replay. Ghost has no physics, corrupt files don't crash game.

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Chapter 5 — Track and Night Scene (lessons 31–36)

Build where to drive. Generate highway-style road mesh from Spline, add guardrails and road materials, URP lighting and Post Processing for nighttime expressway. Add checkpoints and lap timing.

Chapter 6 — Game Polish (lessons 37–44)

Shape a playable experience. AI rivals and traffic, title-to-results scene flow, save and tuning. Profiler finds slow spots, optimize rendering, physics, scripts, add options menu.

Chapter 7 — Build and Steam Publish (lessons 45–50)

Make others playable it. Windows build pitfalls, Steamworks registration and review, Steamworks.NET for achievements, leaderboards, Steam Cloud, steamcmd upload. Release and ongoing maintenance.

After you finish all 50 lessons, learn to model cars and courses yourself with Blender Python Intro, or strengthen AI and scoring fundamentals with Algorithm Fundamentals Intro. Membership unlocks all courses.