Complete Unity Pong Clone Tutorial for Beginners

pong_gameplay

 

Here is a list of the posts in my 10-part Pong Clone tutorial.

If you want to make games, but have no idea where to start…start here!

You don’t need any coding or Unity experience (but familiarity with the game Pong would be helpful, as would knowledge of some game and  programming jargon like ‘sprite’ or ‘variable’).

The tutorials include all the basics of a simple 2D game: graphics, physics, user interface, user input, particles, sound, and more!

Before you Start

Download and install Unity (for FREE) before you start. Unity 5 was just released, so I recommend that version. Get it here. You’ll need a code editor as well, but Unity will install a free one, MonoDevelop, automatically.

The Tutorials

Pong Tutorial Part 1

Pong Tutorial Part 2

Pong Tutorial Part 3

Pong Tutorial Part 4

Pong Tutorial Part 5

Pong Tutorial Part 6

Pong Tutorial Part 7

Pong Tutorial Part 8

Pong Tutorial Part 9

Pong Tutorial Part 10

4 thoughts on “Complete Unity Pong Clone Tutorial for Beginners

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  3. Gemayel

    Great tutorial! Just a question, if l was to make a mobile game that you move using “drag and drop” a submarine around a world map. For example, there is 5 world oceans and the game includes two players trying to find each other in the map “turn base”. My question is how do l make a drag and drop touch gesture with a “highlighting” mechanic of each ocean that your ship is heading towards after your drop gesture. Lastly, to find the enemy ship you have to double tap gesture, which a second screen which pop up revealing a puzzle mechanic. How would you make a gesture activate another screen in Unity 2d?

    Reply
    1. Damien Post author

      I don’t know about a highlighting mechanic…Unity does have an outline component that might help.

      To pop up a second screen, I would use an overlay UI canvas probably. I’d keep track of any taps (the time and position of the tap), then if there is another tap close (in time and position) to the previous tap, consider it a double-tap and call a method to display the other screen.

      You can load multiple scenes in Unity, so that might be an option too. Load up the puzzle scene on top of the main scene, then unload it when finished.

      Reply

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