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Generate Your Own
Game Development with Unity
124 topics across 7 chapters
Chapter 1
Unity & C# Foundations
1
Unity Editor Essentials (Scenes, GameObjects, Components, Prefabs)
3 subtopics
2
Create a small scene with transforms, hierarchy, and prefabs
3
Prefab variants and nested prefabs practice
4
Use Play Mode vs Edit Mode safely (avoid losing runtime changes)
5
C# for Unity (syntax, OOP, collections, events)
3 subtopics
6
Write MonoBehaviour scripts: fields, methods, serialization basics
7
OOP practice: interfaces and composition for gameplay behaviors
8
C# events and delegates in Unity (publish/subscribe)
9
Scripting Lifecycle & Execution Order
2 subtopics
10
Understand Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate
11
Coroutines vs async/await: choose and implement correctly
12
Input Systems (legacy vs. new Input System)
2 subtopics
13
Set up the new Input System package and create an Input Actions asset
14
Implement rebindable controls and device switching (KBM/controller)
15
Version Control & Project Structure
3 subtopics
16
Git basics for Unity: .gitignore, LFS, branching workflow
17
Organize Assets/Packages folders and naming conventions
18
Resolve Unity merge conflicts (scenes/prefabs) with YAML and smart merges
19
Data-Driven Design (ScriptableObjects, JSON, configs)
3 subtopics
20
Create ScriptableObject-based item/weapon/enemy definitions
21
Load gameplay configs from JSON and validate them
22
Build an in-editor tuning workflow (custom inspectors basics)
Chapter 2
Core Game Architecture & Systems
↗
Data-Driven Design (ScriptableObjects, JSON, configs)
(see Chapter 1)
23
Scene Management & Game State
2 subtopics
24
Implement additive scene loading and scene transitions
25
Build a basic game state machine (boot, menu, play, pause, gameover)
26
Saving & Loading
2 subtopics
27
Implement save data with JSON (versioning and migrations basics)
28
Persist player progress across sessions (local storage best practices)
29
Event & Messaging Patterns
3 subtopics
↗
C# events and delegates in Unity (publish/subscribe)
(see Chapter 1)
30
UnityEvent vs C# events: tradeoffs and correct usage
31
Implement an event bus (with unsubscribe safety)
32
Entity Patterns (Component-based, composition, ECS overview)
2 subtopics
33
Apply composition over inheritance for character abilities
34
ECS basics: when DOTS helps and when it doesn’t (conceptual)
35
Game Feel (feedback loops, juice, tuning workflow)
2 subtopics
36
Add responsive feedback: screenshake, hitstop, camera punch
37
Create a balancing/tuning checklist and iterate with playtests
Chapter 3
Gameplay Mechanics (2D & 3D)
38
Physics & Collisions (2D/3D)
3 subtopics
39
Configure Rigidbody/Rigidbody2D, colliders, and layers correctly
40
Implement raycasts/overlaps for combat and interactions
41
Use Continuous collision detection and understand tunneling
42
Player Movement Controllers
2 subtopics
43
2D controller: acceleration, jump buffering, coyote time
44
3D controller: character controller vs rigidbody approach
45
Camera Systems
2 subtopics
46
Follow camera with smoothing and look-ahead
47
Use Cinemachine for common camera rigs (follow, free look, confiner)
48
AI Basics (state machines, steering, NavMesh)
2 subtopics
49
Implement a simple AI state machine (patrol/chase/attack)
50
Bake and use NavMesh; basic avoidance and path debugging
51
Multiplayer Foundations (netcode concepts)
2 subtopics
52
Multiplayer concepts: authority, prediction, lag compensation (overview)
53
Create a minimal networked prototype (sync transforms + actions)
Chapter 4
Graphics, Animation & VFX
54
Rendering Pipeline Basics (Built-in vs URP vs HDRP)
2 subtopics
55
Choose URP/HDRP/Built-in based on target platform and features
56
Set up URP project with quality tiers and render scale
57
Materials, Lighting & Post-Processing
3 subtopics
58
Lighting basics: realtime vs baked; lightmaps and probes
59
Post-processing stack: bloom, color grading, vignette tuning
60
Optimize lighting/shadows for performance (culling, cascades, baking)
61
Animation System (Animator, rigging basics)
2 subtopics
62
Animator Controller basics: parameters, transitions, blend trees
63
Animation events vs timelines; syncing gameplay to animation safely
64
VFX (Particle System, VFX Graph overview)
2 subtopics
65
Particle System basics: bursts, trails, sub-emitters
66
VFX Graph overview: when to use it and common setups
67
Shaders & Shader Graph (foundations)
2 subtopics
68
Shader fundamentals: UVs, normals, PBR concepts (high-level)
69
Build common effects in Shader Graph (dissolve, fresnel, scrolling)
Chapter 5
Audio, UI & Player Experience
70
Unity UI Toolkit & UGUI (Canvas)
2 subtopics
71
Create UI screens: main menu, pause menu, HUD with anchoring/scaling
72
UI architecture: view/presenter separation and navigation flow
73
UX for Games (menus, HUD, accessibility basics)
2 subtopics
74
Accessibility basics: text size, contrast, remapping, reduced motion
75
Implement player settings menu (audio, graphics, controls)
76
Audio (mixer, spatial audio, SFX workflow)
2 subtopics
77
Set up Audio Mixer groups and snapshots for gameplay states
78
Spatial audio basics: 3D sound settings, rolloff, doppler pitfalls
79
Localization & Text Systems
2 subtopics
80
Externalize strings and switch languages at runtime
81
Handle fonts, RTL, plurals, and text expansion (basics)
Chapter 6
Optimization, Debugging & Build Pipeline
82
Profiling & Performance Fundamentals
2 subtopics
83
Use Unity Profiler to find CPU/GPU bottlenecks
84
Set performance budgets (FPS, memory) per target platform
85
Memory, GC & Frame-Time Stability
2 subtopics
86
Reduce garbage: pooling, avoid allocations in Update, struct pitfalls
87
Stabilize frame time: batching, culling, fixed timestep reasoning
88
Debugging & Automated Testing
2 subtopics
89
Debug with logs, gizmos, and conditional compilation symbols
90
Write PlayMode/EditMode tests for core systems (smoke tests)
91
Builds & Deployment (PC/Mac, Android, iOS, WebGL)
3 subtopics
92
Build settings and scripting define symbols; manage platform differences
93
Mobile builds: input, performance, IL2CPP, permissions basics
94
WebGL constraints: memory limits, compression, asset size strategies
95
Asset Pipeline (import settings, addressables overview)
2 subtopics
96
Import settings: textures, models, animations; per-platform overrides
97
Addressables overview and when to adopt it
Chapter 7
Shipping, Live Ops & Career-Ready Portfolio
98
Production Workflow (scope, milestones, vertical slice)
2 subtopics
99
Plan a vertical slice and define “done” criteria for features
100
Task tracking and iteration loop (bugs, playtests, retros)
101
Monetization & Platform Requirements (high-level)
2 subtopics
102
Monetization models: premium, ads, IAP, battle pass (pros/cons)
103
Platform compliance basics: age ratings, privacy, common policies
104
Analytics, Telemetry & A/B Testing (concepts)
2 subtopics
105
Define key metrics (retention, session length, funnel events)
106
Instrument gameplay events and validate data quality
107
Live Ops (content updates, events, balancing)
2 subtopics
108
Build a content update strategy (events, rotations, economies)
109
Run balancing patches safely (changelogs, telemetry-informed tweaks)
110
Publishing Basics (Steam, itch.io, mobile stores)
2 subtopics
111
Prepare store assets: trailer, screenshots, capsule art checklist
112
Create a release checklist: QA passes, crash monitoring, rollback plan
113
Portfolio Projects & Interview Prep
3 subtopics
114
Build 3 portfolio mini-projects (2D platformer, 3D prototype, UI-heavy)
115
Write case studies: problem, approach, tradeoffs, results (with gifs)
116
Prepare interview demos and debug live (profiling + architecture questions)