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Unity Game Development

Live Online (VILT) & Classroom Corporate Training Course

This course will take learner down a guided learning path such that not only will you be able to build games, but you will also learn how to do it the way the professionals do it.

Expert-Led VILT & Classroom Hands-On CloudLabs Certification Voucher Available
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Overview

This is the most comprehensive course on Unity 3D. The course helps participants in creating 2D and 3D games within the Unity 3D engine. It lays emphasis on and develops a deep understanding of the fundamentals of core modular game asset creation, level design, C# game scripting, developing menus and linking scenes together for game compilation. This course will take learner down a guided learning path such that not only will you be able to build games, but you will also learn how to do it the way the professionals do it.

Course Benefits

Upon completion of this course, learners will accomplish the following:-

  • Install and configure Unity Engine
  • Learn Essentials of Unity 3D
  • Learn the Basics of C#
  • Learn the integration of Unity with Autodesk Maya and Adobe Photoshop
  • Have Hands-on Training on Game development projects
  • Prepare for Unity Certified Developer Exam

Course Prerequisites

  • Basic knowledge of Windows OS

Course Outline

  • Getting to Know the Unity Editor
  • The Project Dialog
  • The Unity Interface
  • The Project View
  • The Hierarchy View
  • The Inspector View
  • The Scene View
  • The Game View
  • Honorable Mention: The Toolbar
  • Navigating the Unity Scene View
  • The Hand Tool
  • Flythrough Mode

  • Dimensions and Coordinate Systems
  • Putting the D in 3D
  • Using Coordinate Systems
  • World Versus Local Coordinates
  • Game Objects
  • Transforms
  • Translation
  • Rotation
  • Scaling
  • Hazards of Transformations
  • Transforms and Nested Objects

  • The Basics of Models
  • Built-In 3D Objects
  • Importing Models
  • Models and the Asset Store
  • Textures, Shaders, and Materials
  • Textures
  • Shaders
  • Materials
  • Shaders Revisited

  • Terrain Generation
  • Adding Terrain to Your Project
  • Heightmap Sculpting
  • Unity Terrain Sculpting Tools
  • Terrain Textures
  • Importing Terrain Assets
  • Texturing Terrain

  • Generating Trees and Grass
  • Painting Trees
  • Painting Grass
  • Terrain Settings
  • Environment Effects
  • Skyboxes
  • Fog
  • Lens Flares
  • Water
  • Character Controllers
  • Adding a Character Controller
  • Fixing Your World

Building a QnA Solution

  • Lights
  • Point Lights
  • Spotlights
  • Directional Lights
  • Creating Lights Out of Objects
  • Halos
  • Cookies
  • Cameras
  • Anatomy of a Camera
  • Multiple Cameras
  • Split Screen and Picture in Picture
  • Layers
  • Working with Layers
  • Using Layers

  • Design
  • The Concept
  • The Rules
  • The Requirements
  • Creating the Game World
  • Sculpting the World
  • Adding the Environment
  • The Character Controller
  • Gamification
  • Adding Game Control Objects
  • Adding Scripts
  • Connecting the Scripts Together
  • Playtesting

  • Scripts
  • Creating Scripts
  • Attaching a Script
  • Anatomy of a Basic Script
  • The Using Section
  • The Class Declaration Section
  • The Class Contents
  • Variables
  • Creating Variables
  • Variable Scope
  • Public and Private
  • Operators
  • Arithmetic Operators
  • Assignment Operators
  • Equality Operators
  • Logical Operators
  • Conditionals
  • The if Statement
  • The if / else Statement
  • The if / else if Statement
  • Iteration
  • The while Loop
  • The for Loop

  • Methods
  • Anatomy of a Method
  • Writing Methods
  • Using Methods
  • Input
  • Input Basics
  • Input Scripting
  • Specific Key Input
  • Mouse Input
  • Accessing Local Components
  • Using GetComponent
  • The Transform
  • Accessing Other Objects
  • Finding Other Objects
  • Modifying Object Components

  • Hour 10. Collision
  • Rigidbodies
  • Collision
  • Colliders
  • Physics Materials
  • Triggers
  • Raycasting

  • Design
  • The Concept
  • The Rules
  • The Requirements
  • The Arena
  • Creating the Arena
  • Texturing
  • Super Bouncy Material
  • Finish the Arena
  • Game Entities
  • The Player
  • Chaos Balls
  • The Colored Balls
  • The Control Objects
  • The Goals
  • The Game Controller
  • Improving the Game

  • Prefab Basics
  • Prefab Terminology
  • Prefab Structure
  • Working with Prefabs
  • Adding a Prefab Instance to a Scene
  • Inheritance
  • Instantiating Prefabs Through Code

  • The Basics of 2D Games
  • The 2D Scene View
  • Orthographic Cameras
  • Adding Sprites
  • Importing Sprites
  • Sprite Mode
  • Imported Sprite Sizes
  • Draw Order
  • Sorting Layer
  • Order in Layer
  • 2D Physics
  • Rigidbody 2D
  • 2D Colliders

  • Basic UI Principles
  • The Canvas
  • The Rect Transform
  • Anchors
  • Additional Canvas Components
  • UI Elements
  • Images
  • Text
  • Buttons
  • Canvas Render Modes
  • Screen-Space Overlay
  • Screen-Space Camera
  • World Space

  • The Concept
  • The Rules
  • The Requirements
  • The World
  • The Camera
  • The Background
  • Game Entities
  • The Player
  • The Meteors
  • The Bullets
  • The Triggers
  • The UI
  • Controls
  • Game Control
  • The Meteor Script
  • The Meteor Spawn
  • The DestroyOnTrigger Script
  • The ShipControl Script
  • The Bullet Script
  • Improvements

  • Particle Systems
  • Particles
  • Unity Particle Systems
  • Particle System Controls
  • Particle System Modules
  • Default Module
  • Emission Module
  • Shape Module
  • Velocity over Lifetime Module
  • Limit Velocity over Lifetime Module
  • Force over Lifetime Module
  • Color over Lifetime Module
  • Color by Speed Module
  • Size over Lifetime Module
  • Size by Speed Module
  • Rotation over Lifetime Module
  • Rotation by Speed Module
  • External Forces Module
  • Collision Module
  • Sub Emitter Module
  • Texture Sheet Module
  • Renderer Module
  • The Curve Editor

  • Animation Basics
  • The Rig
  • The Animation
  • Animation Types
  • 2D Animations
  • Creating the Animation
  • Animation Tools
  • Animation Window
  • Creating a New Animation
  • Record Mode
  • The Curves Editor

  • Animator Basics
  • Rigging Revisited
  • Importing a Model
  • Configuring Your Assets
  • Rig Preparation
  • Animation Preparation
  • Creating an Animator
  • The Animator View
  • The Idle Animation
  • Parameters
  • States and Blend Trees
  • Transitions
  • Scripting Animators

  • The Concept
  • The Rules
  • The Requirements
  • The World
  • The Scene
  • The Ground
  • Scrolling the Ground
  • The Entities
  • The Power Ups
  • The Obstacles
  • The Trigger Zone
  • The Player
  • The Controls
  • Trigger Zone Script
  • The Game Control Script
  • The Player Script
  • The Move Script
  • The Spawn Script
  • Putting It All Together
  • Room for Improvement

  • Audio Basics
  • Parts of Audio
  • 2D and 3D Audio
  • Audio Sources
  • Importing Audio Clips
  • Testing Audio in the Scene View
  • 3D Audio
  • 2D Audio
  • Audio Scripting
  • Starting and Stopping Audio
  • Changing Audio Clips

  • Preparing for Mobile
  • Setting Up Your Environment
  • The Unity Remote
  • Accelerometers
  • Designing for the Accelerometer
  • Using the Accelerometer
  • Multi-Touch Input

  • Cross-Platform Input
  • Virtual Controls
  • Converting Projects to Mobile
  • Amazing Racer
  • Using Tilt Control
  • Using a Touch Joystick
  • Fixing the Disappearing Joystick
  • Chaos Ball
  • Captain Blaster
  • Gauntlet Runner

  • Managing Scenes
  • Establishing Scene Order
  • Switching Scenes
  • Persisting Data and Objects
  • Keeping Objects
  • Saving Data
  • Unity Player Settings
  • Cross-Platform Settings
  • Per-Platform Settings
  • Building Your Game
  • Build Settings

Testimonials

Shamsudeen Bawa

Synergific Software Team has been very supportive, and working with them has been a best decision that we could ever made, They are just a call away. You guys are AWESOME, Thank You, Keep up the Good Work!!!

Shamsudeen Bawa

Vice President, J.P Morgan, CIS, USA

Farhan Hafiz

Synergific Software has been of great help and I plan to continue to use your services in the future for my business needs.

Farhan Hafiz

Data Architect, Fiserv

Dr. Sahdev Singh

I think Synergific Software is great. I liked that it was hassle free and easy to set up. Again, it's a great feature for a fast and cheap set up, which gives me peace of mind, as I know have a terms of use agreement.

Dr. Sahdev Singh

Under Secretary, Ministry of Law & Justice, Govt. of India

M Chikanna Swamy

I liked using Synergific Software very much. I thought the website was easy to navigate and the instructions for generating the terms was clear. I even recommended you on a Facebook Group I am a member of.

M Chikanna Swamy

Director & Learning Head, Mindtree

Why Synergific

The Synergific Training Advantage

Expert Instructors

OEM-certified trainers with 10+ years avg enterprise experience.

Hands-On CloudLabs

Real AWS, Azure & GCP environments. Practice, don't just watch.

Certification Vouchers

1,100+ official vouchers from 50+ OEMs at enterprise pricing.

Flexible Scheduling

VILT, classroom, weekends. Custom schedules for enterprise teams.

500+
Enterprises
50K+
Trained
95%
Satisfaction
92%
Pass Rate
FAQ

Frequently Asked Questions

What delivery formats are available?

We offer Live Online (VILT), in-person classroom at your premises or ours, and self-paced via our LMS. Custom blended formats are also available for enterprise teams.

Is a certification voucher included?

Certification vouchers can be included or purchased separately at enterprise pricing from our store (store.synergificsoftware.com). We offer 1,100+ vouchers from 50+ OEMs.

Can this course be customized for my team?

Absolutely. We customize curriculum, labs, case studies, and assessments to match your tech stack, team level, and business goals. Contact us for a custom proposal.

Do participants get hands-on lab access?

Yes. All courses include CloudLab access — real AWS, Azure, or GCP environments with pre-configured tools, time-boxing, and automatic cleanup.

What is the minimum batch size?

For public batches, individuals can enroll (no minimum). For custom in-house training, we recommend a minimum of 5 participants for the best experience.

Do you provide post-training support?

Yes. Participants get 30-day post-training Q&A access, session recordings (for VILT), and continued CloudLab access for practice.