🎮 Unity Intermediate
You've shipped a mini-game. Now build like a pro. This is the sequel to Unity Fundamentals — 47 lessons across 12 modules that take you from "I can make things move" to animation state machines, decoupled architecture, real game systems, production graphics, and a complete 2D toolkit. Every module ends in its own focused mini-project.
📚 About This Course
Fundamentals got you comfortable in Unity. Intermediate gets you fluent. We assume you already know your way around the Editor, GameObjects and components, basic C# scripting, physics, and simple UI — so we don't re-teach those. Instead, every lesson pushes into the systems and techniques that separate a first project from a shippable game.
The course is deliberately broad. Alongside the core skills — animation, architecture, input, UI, scenes, and shipping — there are three dedicated deep-dive tracks, each two modules long: a Systems track (AI navigation, combat & inventory), a Graphics track (lighting & shaders, VFX & cinematics), and a full 2D track (essentials, then animation & lighting). Take them in order or jump to the track you need.
As in Fundamentals, every render of the game world is a real image captured from Unity 6. Unity's visual node editors — the Animator, Shader Graph, VFX Graph, and Timeline — are drawn as faithful, labelled diagrams reconstructed from real setups, because those windows can't be screenshotted cleanly. What you see here matches what you'll build on your screen.
🆕 A deliberate upgrade: the new Input System
Fundamentals used Unity's legacy Input class to keep things simple. This course teaches the new Input System properly — Action Maps, device-agnostic bindings, and runtime rebinding — the approach modern Unity projects are built on. Module 3 covers the switch in full.
What You'll Learn
- Drive characters with the Animator — states, transitions, blend trees, and animation events
- Architect decoupled games with interfaces, C# events, and ScriptableObjects
- Build device-agnostic controls with the new Input System, including rebinding
- Ship real UI: menus, pause, live HUDs, health bars, and world-space elements
- Manage scenes and persist progress with PlayerPrefs and JSON save files
- Give enemies AI with the NavMesh and a patrol/chase/attack state machine
- Build combat and inventory systems that scale
- Light scenes, author Shader Graph materials, and add VFX, post-processing, and Timeline cutscenes
- Work fluently in 2D — sprites, tilemaps, 2D physics, sprite animation, and 2D lights
- Profile, pool, optimize, and produce a shippable build
Who This Course Is For
- Graduates of Unity Fundamentals (or equivalent experience) ready for the next step
- Developers who can write basic C# and want to build real game systems
- Anyone who has made a small Unity project and hit the "how do the pros structure this?" wall
- Hobbyists and students moving from following tutorials to designing their own architecture
🎓 New to Unity?
Start with Unity Fundamentals first. This course picks up exactly where it leaves off and assumes that groundwork.
📖 Course Modules
47 lessons across 12 modules. The core path runs start to finish; the three deep-dive tracks (Systems, Graphics, 2D) are flagged so you can prioritise what you need.
Module 1: Animation
Bring characters and objects to life with the Animator — state machines, blending, and animation-driven events.
Module 2: Architecture & ScriptableObjects
Stop wiring everything by hand. Decouple your game with interfaces, events, and data-driven ScriptableObjects.
Module 3: The New Input System
Retire the legacy Input class. Build device-agnostic controls with Action Maps, callbacks, and runtime rebinding.
Module 4: Advanced UI
Build the interfaces real games ship with — menus, a pause system, live HUDs, and UI anchored in the world.
Module 5: Scene Management & Persistence
Move between scenes without hitches and make progress stick — additive loading, PlayerPrefs, and a JSON save system.
Module 6: AI & Navigation Systems Track
Give enemies a brain: bake a NavMesh, drive agents, and build a patrol/chase/attack state machine.
Module 7: Combat & Inventory Systems Track
Health and damage through interfaces, hit detection, and a ScriptableObject-driven inventory.
Module 8: Lighting & Shaders Graphics Track
Make your scenes look intentional: URP lighting, baked lightmaps, and your first Shader Graph.
Module 9: VFX & Cinematics Graphics Track
Add spectacle: particle systems, the GPU-driven VFX Graph, post-processing, and Timeline cutscenes.
Module 10: 2D Essentials 2D Track
Everything shifts in 2D: sprites and sorting, sprite sheets, tilemaps, and 2D physics.
Module 11: 2D Animation & Lighting 2D Track
Animate sprites frame-by-frame and with bones, then light a 2D scene with the URP 2D renderer.
Module 12: Performance & Shipping
Find and fix bottlenecks, reuse objects with pooling, and produce an optimized build ready to share.
✅ Prerequisites
This is an intermediate course. To get the most from it you should already be comfortable with:
- Navigating the Unity 6 Editor — Hierarchy, Inspector, Scene and Game views, the Project panel
- Creating GameObjects and adding/configuring components
- Writing basic C# — variables, methods,
MonoBehaviour,Update(),[SerializeField] - Rigidbodies, colliders, and simple collision handling
- Building a basic UI Canvas with text and buttons
- Making a build of a project
If any of those feel shaky, work through Unity Fundamentals first — this course assumes all of it.
Software
- Unity 6 (6000.5 LTS) with the Universal Render Pipeline (URP)
- Visual Studio or VS Code for C#
- The Input System, Cinemachine, and 2D packages (installed via the Package Manager — we walk through each when it's needed)
📚 Additional Resources
Official Unity Resources
- Unity Manual
- Unity Scripting API Reference
- Input System Package Documentation
- Unity Learn — free official tutorials