Free Course Image Unity 6 2D Platformer Development Masterclass

Free online courseUnity 6 2D Platformer Development Masterclass

Duration of the online course: 3 hours and 2 minutes

New

Build a polished 2D platformer in Unity 6—movement, enemies, UI, levels, and saving. Take this free course and earn job-ready game dev skills.

In this free course, learn about

  • Build a 2D platformer core: movement, Rigidbody2D gravity, and ground checks
  • Animate the player: Animator states, jump vs fall via vertical velocity, and FlipX facing
  • Implement jumping features: double jump, coyote time, jump buffer, variable jump, gravity scaling
  • Player health loop: damage detection on collision, death zones, invincibility frames, health regen cap
  • Interactables: coins/UI updates, keys/doors, powerups, bounce & speed pads, teleporters
  • Platform mechanics: moving platforms, one-way platforms, falling platforms, conveyors, icy surfaces
  • Enemy AI patterns: patrol between points, charging detection, flying enemy with 2D NavMeshAgent setup
  • Shooting system basics: projectile firing with cooldown to prevent firing every frame
  • Camera control: Cinemachine follow, multi-target framing for co-op camera
  • Menus & scenes: win screen via pause/time scale, pause menu, main menu, level select, scene loading
  • Progress saving: unlock levels with persistent data (e.g., PlayerPrefs) across restarts
  • Checkpoint system: store respawn position in a public static Vector2 shared across scenes/objects
  • Co-op gameplay: shared health value and per-player input differences (e.g., crouch for P1 vs P2)

Course Description

Turn your game idea into a playable 2D platformer built with Unity 6, from the first controller script to the kind of moment-to-moment feel that makes a character fun to move. This course guides you through creating a complete project step by step, helping you understand not only what to do, but why common platformer systems are designed the way they are. You will strengthen core Unity skills while building features you can reuse across future projects, jams, or a portfolio game.

Instead of stopping at basic movement, you will learn how to craft responsive jumping with techniques used in real productions, then layer on animation logic that communicates player state clearly. You will add systems that make your levels feel alive, including hazards and damage handling, moving and falling platforms, one-way platforms, slippery surfaces, conveyor belts, bounce pads, speed boosts, teleporters, checkpoints, and win conditions. Along the way, you will build enemies with different behaviors and learn how to keep gameplay readable through smart camera follow using Cinemachine.

You will also create the glue that makes a small game feel complete: menus, pause and resume, level flow, level select, UI updates, audio playback that can be triggered from multiple scripts, and a simple save approach that remembers progression between sessions. Beyond single-player basics, you will explore co-op concepts such as shared health and a camera that frames multiple players dynamically, giving you a practical taste of multiplayer-friendly architecture.

Each lesson is reinforced with quick knowledge checks so you actively practice key Unity and C# decisions, from physics components and collision detection to scene loading, timing, and state control. By the end, you will have a cohesive 2D platformer foundation and the confidence to customize it into your own style, expand it with new mechanics, and present it as evidence of real, hands-on game development ability.

Course content

  • Video class: Making a 2D Platformer In Unity 6 - Episode 1 (Full Course) 07m
  • Exercise: Which Unity 2D physics component is added to the player so gravity affects it?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 2 (Animations) 05m
  • Exercise: In a 2D platformer character controller, what condition is used to choose between playing the jump animation and the fall animation?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 3 (Double Jump) 01m
  • Exercise: How is the remaining number of mid-air jumps tracked and reduced in the double jump setup?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 4 (Taking Damage) 04m
  • Exercise: How does the player script detect that a collision should cause damage?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 5 (Moving Platforms) 05m
  • Exercise: How can the player be made to move along with a moving platform in Unity 2D?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 6 (Patrolling Enemy) 03m
  • Exercise: Which setup allows a 2D enemy to patrol between two locations?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 7 (Cinemachine 03m
  • Exercise: Which setting on the Cinemachine camera makes it follow the player in a 2D platformer?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 8 (Collectibles) 02m
  • Exercise: What is the correct setup to make a coin collectible increase the player's coin count and then disappear?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 9 (Win Screen) 03m
  • Exercise: When the player touches the finish flag, what is done to pause the game and show the win screen?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 10 (Adding Levels) 03m
  • Exercise: What must be done so the Next Level button can successfully load another scene like Level Two?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 11 (Adding Audio) 05m
  • Exercise: How is the sound-effect helper method adjusted so other scripts (like the coin) can trigger player SFX?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 12 (Pause Menu) 04m
  • Exercise: How is the game paused and resumed in the Pause Menu script?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 13 (Main Menu) 05m
  • Exercise: Which Unity namespace is added to enable loading scenes from the main menu script?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 14 (Coin UI, more coins) 06m
  • Exercise: How is the coin amount UI text updated in the script?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 15 (Bounce Pads, Bug fixes) 04m
  • Exercise: How is the bounce pad effect applied to the player when they collide with it?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 16 (Level Select) 04m
  • Exercise: What is the main purpose of the "Go To Level Select" function in the main menu script?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 17 (Save System) 05m
  • Exercise: What is used to remember which level the player has reached so level buttons can be locked/unlocked on restart?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 18 (Powerups) 02m
  • Exercise: When the player collects the strawberry ability collectible, what change is applied to the player's jumping ability?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 19 (Keys 02m
  • Exercise: In a simple key-and-door setup, what should happen when the player touches the key trigger?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 20 (Coyote Time) 02m
  • Exercise: What does “coyote time” achieve in a 2D platformer jump system?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 21 (Jump Buffer) 02m
  • Exercise: What is the main purpose of implementing jump buffering in a 2D platformer?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 22 (Variable Jump) 02m
  • Exercise: How is a variable jump implemented so holding the jump key makes the player jump higher?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 23 (Gravity Scaling) 01m
  • Exercise: What is the purpose of changing gravity scale based on the player's vertical velocity in a 2D platformer?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 24 (FlipX) 01m
  • Exercise: How can you make a 2D player sprite face the correct direction while moving in Unity?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 25 (Falling Off Edge) 01m
  • Exercise: How is the player set to die when falling off the map?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 26 (Icy/Slippery Surfaces) 03m
  • Video class: Making a 2D Platformer In Unity 6 - Episode 27 (Bug Fixes) 03m
  • Video class: Making a 2D Platformer In Unity 6 - Episode 28 (One-Way Platforms) 02m
  • Exercise: Which setup makes a platform act as a one-way platform in Unity 2D?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 29 (Falling Platforms) 02m
  • Exercise: How is a falling platform made to start falling after the player lands on it?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 30 (Conveyor belts) 03m
  • Exercise: Which component is used to make a conveyor belt push the player in a 2D platformer?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 31 (Checkpoints) 02m
  • Exercise: In a simple checkpoint system, why is the checkpoint saved position stored as a public static Vector2?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 32 (Flying AI Enemy) 07m
  • Exercise: Which setup is required to make a NavMeshAgent work correctly for a 2D flying enemy?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 33 (Speed Pads) 05m
  • Exercise: Which ForceMode2D setting is used to make the speed pad boost happen instantly when the player collides with it?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 34 (Time-Toggle Platforms) 03m
  • Exercise: In a timed toggle platform, what should happen when the timer reaches 0?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 35 (Float Up/Down Collectibles) 02m
  • Exercise: In a Unity 2D platformer, which code approach makes a collectible float up and down smoothly over time?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 36 (Simple Teleporter) 02m
  • Exercise: Which setup is required to make a 2D teleporter work when the player touches it?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 37 (Charging Enemy) 06m
  • Exercise: What is the main purpose of the enemy's DetectPlayer() logic in a 2D platformer charging enemy?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 38 (Player Shooting) 05m
  • Exercise: How is continuous shooting limited so the player can’t fire every frame?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 39 (Invincibility frames) 04m
  • Exercise: What is the main purpose of adding invincibility (i-) frames to the player after taking damage?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 40 (WallSliding) 05m
  • Exercise: Which Unity 2D physics check is used to detect if the player is touching a wall for wall sliding?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 41 (Walljumping) 03m
  • Video class: Making a 2D Platformer In Unity 6 - Episode 42 (WallJump Smoke Effect) 05m
  • Exercise: How do you stop the wall-slide fog particles from following the player while sliding?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 43 (Health Re-gen collectible) 02m
  • Exercise: When implementing a health-regenerating banana pickup, what logic prevents the player's health from exceeding the maximum?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 44 (Collectible Respawn) 03m
  • Exercise: How are collectibles made to respawn instead of being permanently removed?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 45 (Co-Op Multiplayer) 05m
  • Exercise: How can two player objects share the same health value in a co-op setup?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 46 (Co-Op Camera) 02m
  • Exercise: How do you create a dynamic camera that frames multiple players using Cinemachine?
  • Video class: Making a 2D Platformer In Unity 6 - Episode 47 (Crouching) 05m
  • Exercise: How is crouch input handled differently for Player 1 vs Player 2 in the controller logic?

This free course includes:

3 hours and 2 minutes of online video course

Digital certificate of course completion (Free)

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