Unity C# Scripting Foundations: MonoBehaviours, Coroutines and Input
by Yuki Tanaka
Turn Lua fundamentals into shipped gameplay across two very different engines.
VC Created by Victor Chen
Every bullet below is something you will have built, shipped or be able to explain by the time you finish the last lesson.
6 modules · 42 lessons · 5h 34m of material
6 lessons running 46m in total. Each lesson ships with the finished source files and a short written recap, so you can follow along in your own editor and skim the module again later.
Lesson-by-lesson titles, code downloads and exercises live inside the course library you get access to straight after checkout.
9 lessons running 1h 12m in total. Each lesson ships with the finished source files and a short written recap, so you can follow along in your own editor and skim the module again later.
Lesson-by-lesson titles, code downloads and exercises live inside the course library you get access to straight after checkout.
8 lessons running 1h 04m in total. Each lesson ships with the finished source files and a short written recap, so you can follow along in your own editor and skim the module again later.
Lesson-by-lesson titles, code downloads and exercises live inside the course library you get access to straight after checkout.
8 lessons running 1h 02m in total. Each lesson ships with the finished source files and a short written recap, so you can follow along in your own editor and skim the module again later.
Lesson-by-lesson titles, code downloads and exercises live inside the course library you get access to straight after checkout.
7 lessons running 54m in total. Each lesson ships with the finished source files and a short written recap, so you can follow along in your own editor and skim the module again later.
Lesson-by-lesson titles, code downloads and exercises live inside the course library you get access to straight after checkout.
4 lessons running 36m in total. Each lesson ships with the finished source files and a short written recap, so you can follow along in your own editor and skim the module again later.
Lesson-by-lesson titles, code downloads and exercises live inside the course library you get access to straight after checkout.
6 modules · 42 lessons
5h 34m total length
Short list, and deliberately so. If you meet these you can start today.
Knowing Lua and knowing how to script a game in Lua are different skills. Engines impose their own lifecycle, their own concurrency model and their own rules about what a script may touch. This course teaches the second skill using two engines with almost opposite designs, so the transferable part becomes obvious.
In Roblox you work with Luau, the typed dialect, and the client-server model that governs everything: RemoteEvents and RemoteFunctions, server authority, replication, the task library that replaced wait, and DataStores for persistence. Security gets real attention, because exploiters are a routine part of the platform and trusting the client is the mistake that costs you.
In Love2D you work far closer to the metal: the update and draw callbacks, delta time, sprite batches, collision handling, a state machine for scenes, and an entity system built from plain tables. A shared module covers the patterns that survive any engine, event buses, object pools, tweening, save serialisation and profiling. The course closes with embedding Lua in your own C or C++ application so the same scripts can drive a custom engine.
Still unsure about something? Write to misteryjj100@gmail.com and a human answers, usually the same working day.
Reviews are written by people who bought this course. We publish the critical ones too.
3.5
Rated 3.5 out of 5Course rating · 2 reviews
Tiago Ferreira
Freelance game dev
Writing the same movement code twice, once in each engine, shows you which parts are the language and which parts are the host, and almost nobody bothers to draw that line for you. If you are on Roblox, the chapter on client-server authority alone justifies the price. Knocking one off for the profiling section, which tours the tooling and then stops before anything actually gets faster.
Nina Ostrowski
Hobbyist developer
Covering two engines means it does not get far into either one. The Love2D half stops right where it starts getting interesting, with nothing at all on shaders, audio or packaging a build somebody else can run. Delta time and the scene pattern are explained clearly and I did learn things, but I came away feeling I had watched two half-courses rather than one whole one.
Lua developer and game-scripting instructor
Victor has spent most of his career on the scripting side of games, from Roblox experiences with a live player base to small LÖVE 2D releases he built entirely himself. He teaches Lua as an embedded language first — tables, metatables, coroutines and the C boundary — because that is what makes an engine's API stop feeling arbitrary. Every course ends with something playable and, more usefully, something you can keep changing without it falling over. He runs a scripting help channel that has outgrown him twice.
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