I'm a beginner trying to learn Unity with the goal of creating simple 2D mobile games, but I'm struggling to find a cohesive learning path after completing the basic introductory tutorials on the official site. I understand the core concepts in isolation, but I'm having trouble connecting them into a functional project, especially with things like UI systems and scene management. For self-taught developers who started with Unity, what tutorial series or project-based courses gave you the most practical, transferable skills? Should I focus on following a single complex project from start to finish, or is it better to build many small, specific prototypes, and are there any particular content creators whose teaching style is exceptional for explaining the 'why' behind the code?
You're not alone. From my experience, finishing one small end-to-end project helped me connect the dots between UI, scenes, and input better than chasing a bunch of quick tutorials. Start with a tight 2D prototype (like a tiny platformer or top-down) and wire up the menu and level loading in the same go.
Solid starter series I used: Unity Learn's 2D Game Kit learning path (free) and Beginner Scripting projects. Also check out Code Monkey's 2D platformer tutorials for practical patterns (input, movement, UI). For broader guidance on how and why, Jason Weimann's practical patterns/videos are gold; Brackeys old tutorials still helpful for fundamentals. Consider Unity's Create with Code and Junior Programmer tracks for structure.
Mix approach works best: one clear end-to-end project to learn integration, plus 3–4 small prototypes to practice specific skills (UI, input, animation, responsive layout). Keep a checklist to track what you implement and what needs rerouting. After finishing a mini project, you can reuse assets/structure for the next.
Key focus areas: Unity UI basics (Canvas, anchors, pivot, scaling for phones); scene management (SceneManager.LoadScene, additive scenes for menus); keep logic in separate services or managers, not in each scene; consider ScriptableObjects for data-driven UI (inventory, settings). For mobile, practice building a simple menu with responsive layout and test on device builds early.
Quick questions to tailor suggestions: are you aiming strictly C#, or open to Visual Scripting (Unity's Visual Scripting)? Android, iOS, or both? Do you prefer end-to-end game architecture or more hands-on modules like 'UI + input + animation' as separate bits?