Making games with Unity
The biggest tutorial library in existence, and still the best choice for mobile.
Unity is the most widely used game engine in the world, and for a long time it was the default answer for almost everyone. It still runs an enormous share of the games you've played, especially on mobile. It is also the engine that spent 2023 teaching the industry a lesson about trusting a platform you don't control.
Who it's for
People making 3D games who want a mature toolchain, anyone targeting mobile, and anyone who values having an answer to every question already written down somewhere. Unity's practical advantage isn't any single feature — it's that twenty years of tutorials, forum posts, plugins and Stack Overflow answers already exist. Whatever you're stuck on, someone has been stuck on it.
What it's good at
- **Everything is documented by someone.** Not always Unity, but someone.
- **The Asset Store.** Enormous. You can buy a solution to almost any problem, which is either a shortcut or a crutch depending on how you use it.
- **Mobile.** Still the strongest choice for iOS and Android, by a distance.
- **Console support.** First-party, properly supported, with the platform holders' backing.
- **C#.** A real, general-purpose language with proper tooling, and a genuinely useful thing to know outside games.
- **Hiring and jobs.** The largest pool of people who already know it.
Where it fights you
- **It's heavy.** Hub, then editor, then modules. Expect a long install and a slow first project open.
- **Three render pipelines.** Built-in, URP and HDRP. Choosing wrong is painful to undo, and half the tutorials you find will be for a different one than you picked. For 2D and most indie 3D: **URP**.
- **Trust.** The 2023 Runtime Fee episode was reversed, but it demonstrated that terms can change under you. Plenty of developers left and haven't come back. That's a reasonable position to hold.
- **Opinionated about nothing.** Unity will let you structure a project in twenty ways and won't tell you which is good. Freedom that costs beginners a lot of time.
- **2D is fine, not great.** It works, but it's built on the 3D pipeline and it shows.
Your first hour
- Install **Unity Hub** first, then an editor version from inside it. Take the current LTS release, not the newest.
- Add only the modules you need — every platform you tick adds gigabytes.
- New project → **Universal 2D** or **Universal 3D** (that's URP).
- Do the *Roll-a-Ball* tutorial. It's ancient, it's still the fastest way to understand GameObjects, components and the inspector.
- Learn the Prefab system early. It's the thing that separates a project that scales from one that becomes unmanageable at month three.
Shipping it here
File → Build Settings → pick your platform → Build.
- **Windows:** you get an `.exe` plus a `_Data` folder. **Both are required.** Zip the whole output folder — an `.exe` on its own will not run, and this is the single most common upload mistake.
- **Mac:** you get a `.app` bundle. Zip it.
- **WebGL:** you get a folder with `index.html` inside. Zip the contents so `index.html` sits at the top level. Builds are large; enable compression in Player Settings.
Where to learn more
- Unity Learn — official, free, structured
- Unity Manual
- Brackeys — no longer producing Unity tutorials, but the back catalogue is still the clearest introduction anyone has made
Made something with it? Publish it here — rough and unfinished is welcome.