Complete 2D Platformer in Unity C#
- Development
- Mar 23, 2025

Complete 2D Platformer in Unity C#, available at $84.99, has an average rating of 4.53, with 120 lectures, based on 143 reviews, and has 1058 subscribers.
You will learn about Learn C#, a modern versatile programming language Understand the capabilities of 2D development in Unity Develop strong and transferrable problem solving skills Gain an understanding of the game development process Learn how object oriented programming works in practice This course is ideal for individuals who are Anyone who wants to make their own 2D games. or People who want to create and publish their own games. or Complete beginners with an interest in learning game development. or Developers who want to re-skill across to game development. or People interested in working in the game design industy. or Competent and confident with using a computer. It is particularly useful for Anyone who wants to make their own 2D games. or People who want to create and publish their own games. or Complete beginners with an interest in learning game development. or Developers who want to re-skill across to game development. or People interested in working in the game design industy. or Competent and confident with using a computer.
Enroll now: Complete 2D Platformer in Unity C#
Summary
Title: Complete 2D Platformer in Unity C#
Price: $84.99
Average Rating: 4.53
Number of Lectures: 120
Number of Published Lectures: 120
Number of Curriculum Items: 120
Number of Published Curriculum Objects: 120
Original Price: $129.99
Quality Status: approved
Status: Live
What You Will Learn
Who Should Attend
Target Audiences
Learn how to create your very own platformer game using Unity and C#, an industry-standard program used by many large gaming studios and indie developers across the world.
In this course you won’t just be learning programming concepts, but tying these concepts to real game development uses. You will have access to a course forum where you can discuss the topics covered in the course as well as the next steps to take once the course is complete.
This course has been designed to be easily understandable to everyone, so whether you’re a complete beginner, an artist looking to expand their game development range or a programmer interested in understanding game design, this course will help you gain a greater understanding of development.
At the end of this course you will have developed the ability to create such game elements as:
Coding with c#, building from the basics up
A character with full movement, running, jumping & double-jumping capabilites
Collectibles such as fruit & extra health
Parallaxing background effects
moving & flying enemies
Level Mechanics like Spikes, moving platforms, crushing blocks & more
A checkpoint system with respawning and extra lives
Full user Interface with interactive menus
Creating levels with tilemaps
Full health & damage system with player knockback
Transitioning through multiple levels
A unique and challenging boss battle
A complete music and sound effects system
And much more!
The course also includes a complete version of the final project to use for your own reference to ensure everything in your game works as it should!
Start learning today and let me help you become a game developer!
Course Curriculum
Chapter 1: Introduction
Lecture 1: Introduction
Lecture 2: Project Assets
Chapter 2: Getting Started
Lecture 1: Setting Up Our Project
Lecture 2: Importing Assets
Lecture 3: Setting Up A Scene
Chapter 3: The Player
Lecture 1: Basic Physics
Lecture 2: Understanding Unity Coding Basics
Lecture 3: Moving The Player
Lecture 4: Making The Player Jump
Lecture 5: Running
Lecture 6: Staying Grounded
Lecture 7: Double-Jumping
Lecture 8: Creating Custom Functions
Lecture 9: Making Player Animations
Lecture 10: Setting Up The Animator
Lecture 11: Controlling The Animator
Lecture 12: Switching Directions
Lecture 13: CHALLENGE – Double Jump Animations
Chapter 4: The Camera
Lecture 1: Moving The Camera
Lecture 2: Limiting Camera Movement Axis
Lecture 3: Fixing Jerky Movement
Lecture 4: Clamping The Camera
Lecture 5: Adjusting The Cameras Clamped Position
Lecture 6: Visualising The Clamped Area
Chapter 5: Making A Level
Lecture 1: Creating Tiles
Lecture 2: Making A Tilemap
Lecture 3: Making It Look Nice
Lecture 4: Adding A Background
Lecture 5: Adding Parallax
Lecture 6: Repeating Background Objects
Chapter 6: Health & Damage
Lecture 1: Adding Spikes
Lecture 2: Managing Health
Lecture 3: Singletons
Lecture 4: Handling Death
Lecture 5: Adding Health UI
Lecture 6: Setting Up An Array
Lecture 7: Controlling Heart Display
Lecture 8: Displaying Empty Hearts
Lecture 9: Adding Temporary Invincibility
Lecture 10: Showing Invincibility
Lecture 11: Setting Up Knock Back
Lecture 12: Stopping The Player
Lecture 13: BUGFIX – Double Jumping
Lecture 14: BUGFIX – Background Movement
Lecture 15: Adding Health
Lecture 16: Health Pickup
Lecture 17: Preventing Pickup Waste
Lecture 18: Creating a Pickup Effect
Lecture 19: Spawning The Pickup Effect
Lecture 20: CHALLENGE – Full Health Pickup
Chapter 7: Checkpoints
Lecture 1: Setting Up The Checkpoint
Lecture 2: Activating The Checkpoint
Lecture 3: Deactivating Checkpoints
Chapter 8: Respawning & Lives
Lecture 1: Respawning At Checkpoints
Lecture 2: Adding A Respawn Delay
Lecture 3: Death Plane
Lecture 4: Tracking Lives
Lecture 5: Displaying Lives
Lecture 6: Controlling The Lives Display
Lecture 7: Game Over Screen
Lecture 8: Restarting The Level
Lecture 9: Respawning Effects
Chapter 9: Collectible Pickups
Lecture 1: Collecting Pickups
Lecture 2: Getting More Life
Lecture 3: CHALLENGE – Displaying Collectibles
Chapter 10: Making Enemies
Lecture 1: Creating An Enemy
Lecture 2: Moving The Enemy
Lecture 3: Switching Points
Lecture 4: Waiting At Points
Lecture 5: Making The Enemy Look Nice
Lecture 6: Damaging The Player
Lecture 7: Damaging The Enemy
Lecture 8: Enemy Death Effect
Chapter 11: Menus
Lecture 1: Setting Up The Main Menu
Lecture 2: Making The Main Menu Work
Lecture 3: Creating The Pause Menu
Lecture 4: Pausing The Game
Lecture 5: Functioning Pause Menu Buttons
Chapter 12: Music & Sound Effects
Lecture 1: Setting Up Music
Lecture 2: Carrying Audio Between Levels
Lecture 3: Playing In-Level Music
Lecture 4: Setting Up Sound Effects
Lecture 5: Playing Sound Effects
Chapter 13: Ending The Level
Lecture 1: Setting Up The Level End
Lecture 2: Ending The Level
Lecture 3: Fading Between Scenes
Lecture 4: Level Pack
Instructors

James Doyle
Teaching The Basics of Making Games
Rating Distribution
Frequently Asked Questions
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