Game development with Unity, Unreal Engine, and Godot. Use when building games, implementing game mechanics, physics, AI, or working with game engines.
Comprehensive guide for building games across major engines and platforms.
| Engine | Language | Best For | Platforms |
|---|---|---|---|
| Unity | C# | Mobile, indie, VR/AR | All |
| Unreal | C++, Blueprints | AAA, realistic graphics | All |
| Godot | GDScript, C# | 2D, indie, open source | All |
Assets/
โโโ Scripts/
โ โโโ Player/
โ โ โโโ PlayerController.cs
โ โ โโโ PlayerInput.cs
โ โโโ Enemies/
โ โโโ Systems/
โ โโโ Utils/
โโโ Prefabs/
โโโ Scenes/
โโโ Materials/
โโโ Animations/
โโโ Resources/
using UnityEngine;
using UnityEngine.InputSystem;
[RequireComponent(typeof(CharacterController))]
public class PlayerController : MonoBehaviour
{
[Header("Movement")]
[SerializeField] private float moveSpeed = 5f;
[SerializeField] private float sprintMultiplier = 1.5f;
[SerializeField] private float jumpHeight = 2f;
[SerializeField] private float gravity = -9.81f;
[Header("Look")]
[SerializeField] private float lookSensitivity = 2f;
[SerializeField] private float maxLookAngle = 80f;
private CharacterController _controller;
private Vector2 _moveInput;
private Vector2 _lookInput;
private Vector3 _velocity;
private float _xRotation;
private bool _isSprinting;
private void Awake()
{
_controller = GetComponent<CharacterController>();
Cursor.lockState = CursorLockMode.Locked;
}
private void Update()
{
HandleMovement();
HandleLook();
ApplyGravity();
}
private void HandleMovement()
{
float speed = _isSprinting ? moveSpeed * sprintMultiplier : moveSpeed;
Vector3 move = transform.right * _moveInput.x + transform.forward * _moveInput.y;
_controller.Move(move * speed * Time.deltaTime);
}
private void HandleLook()
{
float mouseX = _lookInput.x * lookSensitivity * Time.deltaTime;
float mouseY = _lookInput.y * lookSensitivity * Time.deltaTime;
_xRotation -= mouseY;
_xRotation = Mathf.Clamp(_xRotation, -maxLookAngle, maxLookAngle);
Camera.main.transform.localRotation = Quaternion.Euler(_xRotation, 0f, 0f);
transform.Rotate(Vector3.up * mouseX);
}
private void ApplyGravity()
{
if (_controller.isGrounded && _velocity.y < 0)
{
_velocity.y = -2f;
}
_velocity.y += gravity * Time.deltaTime;
_controller.Move(_velocity * Time.deltaTime);
}
// Input System callbacks
public void OnMove(InputAction.CallbackContext context) =>
_moveInput = context.ReadValue<Vector2>();
public void OnLook(InputAction.CallbackContext context) =>
_lookInput = context.ReadValue<Vector2>();
public void OnJump(InputAction.CallbackContext context)
{
if (context.performed && _controller.isGrounded)
{
_velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
}
}
public void OnSprint(InputAction.CallbackContext context) =>
_isSprinting = context.performed;
}
public interface IState
{
void Enter();
void Update();
void Exit();
}
public class StateMachine
{
private IState _currentState;
public void ChangeState(IState newState)
{
_currentState?.Exit();
_currentState = newState;
_currentState.Enter();
}
public void Update() => _currentState?.Update();
}
// Example: Enemy AI States
public class IdleState : IState
{
private readonly EnemyAI _enemy;
public IdleState(EnemyAI enemy) => _enemy = enemy;
public void Enter() => _enemy.Animator.SetTrigger("Idle");
public void Update()
{
if (_enemy.CanSeePlayer())
{
_enemy.StateMachine.ChangeState(new ChaseState(_enemy));
}
}
public void Exit() { }
}
public class ChaseState : IState
{
private readonly EnemyAI _enemy;
public ChaseState(EnemyAI enemy) => _enemy = enemy;
public void Enter() => _enemy.Animator.SetTrigger("Run");
public void Update()
{
_enemy.NavAgent.SetDestination(_enemy.Player.position);
if (_enemy.InAttackRange())
{
_enemy.StateMachine.ChangeState(new AttackState(_enemy));
}
else if (!_enemy.CanSeePlayer())
{
_enemy.StateMachine.ChangeState(new IdleState(_enemy));
}
}
public void Exit() { }
}
public class ObjectPool<T> where T : Component
{
private readonly T _prefab;
private readonly Transform _parent;
private readonly Queue<T> _pool = new();
public ObjectPool(T prefab, int initialSize, Transform parent = null)
{
_prefab = prefab;
_parent = parent;
for (int i = 0; i < initialSize; i++)
{
CreateInstance();
}
}
public T Get()
{
if (_pool.Count == 0) CreateInstance();
T obj = _pool.Dequeue();
obj.gameObject.SetActive(true);
return obj;
}
public void Return(T obj)
{
obj.gameObject.SetActive(false);
_pool.Enqueue(obj);
}
private void CreateInstance()
{
T obj = Object.Instantiate(_prefab, _parent);
obj.gameObject.SetActive(false);
_pool.Enqueue(obj);
}
}
// PlayerMovementComponent.h
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "PlayerMovementComponent.generated.h"
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class MYGAME_API UPlayerMovementComponent : public UActorComponent
{
GENERATED_BODY()
public:
UPlayerMovementComponent();
virtual void TickComponent(float DeltaTime, ELevelTick TickType,
FActorComponentTickFunction* ThisTickFunction) override;
UFUNCTION(BlueprintCallable, Category = "Movement")
void Move(FVector2D Input);
UFUNCTION(BlueprintCallable, Category = "Movement")
void Jump();
protected:
virtual void BeginPlay() override;
private:
UPROPERTY(EditAnywhere, Category = "Movement")
float MoveSpeed = 600.0f;
UPROPERTY(EditAnywhere, Category = "Movement")
float JumpForce = 400.0f;
UPROPERTY()
class UCharacterMovementComponent* MovementComponent;
};
// PlayerMovementComponent.cpp
#include "PlayerMovementComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
UPlayerMovementComponent::UPlayerMovementComponent()
{
PrimaryComponentTick.bCanEverTick = true;
}
void UPlayerMovementComponent::BeginPlay()
{
Super::BeginPlay();
if (ACharacter* Owner = Cast<ACharacter>(GetOwner()))
{
MovementComponent = Owner->GetCharacterMovement();
}
}
void UPlayerMovementComponent::Move(FVector2D Input)
{
if (!MovementComponent) return;
FVector Forward = GetOwner()->GetActorForwardVector();
FVector Right = GetOwner()->GetActorRightVector();
FVector Direction = (Forward * Input.Y + Right * Input.X).GetSafeNormal();
MovementComponent->AddInputVector(Direction * MoveSpeed);
}
void UPlayerMovementComponent::Jump()
{
if (ACharacter* Character = Cast<ACharacter>(GetOwner()))
{
Character->Jump();
}
}
// MyGameplayAbility.h
#pragma once
#include "Abilities/GameplayAbility.h"
#include "MyGameplayAbility.generated.h"
UCLASS()
class MYGAME_API UMyGameplayAbility : public UGameplayAbility
{
GENERATED_BODY()
public:
UMyGameplayAbility();
virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayAbilityActivationInfo ActivationInfo,
const FGameplayEventData* TriggerEventData) override;
virtual void EndAbility(const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayAbilityActivationInfo ActivationInfo,
bool bReplicateEndAbility, bool bWasCancelled) override;
protected:
UPROPERTY(EditDefaultsOnly, Category = "Ability")
float Damage = 50.0f;
UPROPERTY(EditDefaultsOnly, Category = "Ability")
TSubclassOf<UGameplayEffect> DamageEffect;
};
extends CharacterBody3D
@export var move_speed: float = 5.0
@export var jump_velocity: float = 4.5
@export var mouse_sensitivity: float = 0.002
var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
@onready var camera: Camera3D = $Camera3D
func _ready() -> void:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _input(event: InputEvent) -> void:
if event is InputEventMouseMotion:
rotate_y(-event.relative.x * mouse_sensitivity)
camera.rotate_x(-event.relative.y * mouse_sensitivity)
camera.rotation.x = clamp(camera.rotation.x, -PI/2, PI/2)
func _physics_process(delta: float) -> void:
# Gravity
if not is_on_floor():
velocity.y -= gravity * delta
# Jump
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = jump_velocity
# Movement
var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * move_speed
velocity.z = direction.z * move_speed
else:
velocity.x = move_toward(velocity.x, 0, move_speed)
velocity.z = move_toward(velocity.z, 0, move_speed)
move_and_slide()
# state_machine.gd
class_name StateMachine
extends Node
@export var initial_state: State
var current_state: State
var states: Dictionary = {}
func _ready() -> void:
for child in get_children():
if child is State:
states[child.name.to_lower()] = child
child.transitioned.connect(_on_child_transitioned)
if initial_state:
initial_state.enter()
current_state = initial_state
func _process(delta: float) -> void:
if current_state:
current_state.update(delta)
func _physics_process(delta: float) -> void:
if current_state:
current_state.physics_update(delta)
func _on_child_transitioned(state: State, new_state_name: String) -> void:
if state != current_state:
return
var new_state: State = states.get(new_state_name.to_lower())
if not new_state:
return
current_state.exit()
new_state.enter()
current_state = new_state
# state.gd
class_name State
extends Node
signal transitioned(state: State, new_state_name: String)
func enter() -> void:
pass
func exit() -> void:
pass
func update(_delta: float) -> void:
pass
func physics_update(_delta: float) -> void:
pass
// Unity DOTS example
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;
public struct MoveSpeed : IComponentData
{
public float Value;
}
public partial class MovementSystem : SystemBase
{
protected override void OnUpdate()
{
float deltaTime = SystemAPI.Time.DeltaTime;
Entities.ForEach((ref LocalTransform transform, in MoveSpeed speed) =>
{
transform.Position += new float3(0, 0, speed.Value * deltaTime);
}).ScheduleParallel();
}
}
public static class GameEvents
{
public static event Action<int> OnScoreChanged;
public static event Action<float> OnHealthChanged;
public static event Action OnGameOver;
public static void ScoreChanged(int newScore) => OnScoreChanged?.Invoke(newScore);
public static void HealthChanged(float newHealth) => OnHealthChanged?.Invoke(newHealth);
public static void GameOver() => OnGameOver?.Invoke();
}
// Usage
public class UIManager : MonoBehaviour
{
private void OnEnable()
{
GameEvents.OnScoreChanged += UpdateScoreUI;
GameEvents.OnHealthChanged += UpdateHealthUI;
}
private void OnDisable()
{
GameEvents.OnScoreChanged -= UpdateScoreUI;
GameEvents.OnHealthChanged -= UpdateHealthUI;
}
}
[Serializable]
public class SaveData
{
public int Level;
public float PlayTime;
public Vector3Serializable PlayerPosition;
public List<string> UnlockedAchievements;
}
public static class SaveSystem
{
private static readonly string SavePath =
Path.Combine(Application.persistentDataPath, "save.json");
public static void Save(SaveData data)
{
string json = JsonUtility.ToJson(data, true);
File.WriteAllText(SavePath, json);
}
public static SaveData Load()
{
if (!File.Exists(SavePath)) return new SaveData();
string json = File.ReadAllText(SavePath);
return JsonUtility.FromJson<SaveData>(json);
}
}
// Unity LOD Group setup
[RequireComponent(typeof(LODGroup))]
public class LODSetup : MonoBehaviour
{
public Renderer[] lodRenderers;
public float[] screenRelativeTransitions = { 0.5f, 0.2f, 0.01f };
void Start()
{
LODGroup lodGroup = GetComponent<LODGroup>();
LOD[] lods = new LOD[lodRenderers.Length];
for (int i = 0; i < lodRenderers.Length; i++)
{
lods[i] = new LOD(screenRelativeTransitions[i], new[] { lodRenderers[i] });
}
lodGroup.SetLODs(lods);
lodGroup.RecalculateBounds();
}
}
public class QuadTree<T> where T : class
{
private readonly int _maxObjects = 10;
private readonly int _maxLevels = 5;
private readonly int _level;
private readonly List<(Rect bounds, T obj)> _objects = new();
private readonly Rect _bounds;
private QuadTree<T>[] _nodes;
public QuadTree(int level, Rect bounds)
{
_level = level;
_bounds = bounds;
}
public void Insert(Rect objBounds, T obj)
{
if (_nodes != null)
{
int index = GetIndex(objBounds);
if (index != -1)
{
_nodes[index].Insert(objBounds, obj);
return;
}
}
_objects.Add((objBounds, obj));
if (_objects.Count > _maxObjects && _level < _maxLevels)
{
if (_nodes == null) Split();
int i = 0;
while (i < _objects.Count)
{
int index = GetIndex(_objects[i].bounds);
if (index != -1)
{
var item = _objects[i];
_objects.RemoveAt(i);
_nodes[index].Insert(item.bounds, item.obj);
}
else i++;
}
}
}
public List<T> Retrieve(Rect area)
{
List<T> result = new();
RetrieveAll(area, result);
return result;
}
}