C++ for Game Engines: Entity-Component Systems and Frame Budgets
by Ana Petrova
Learn the C# that Unity actually runs, from the lifecycle to the new Input System.
YT Created by Yuki Tanaka
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 · 44 lessons · 5h 52m of material
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 56m 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 06m 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.
6 lessons running 50m 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 · 44 lessons
5h 52m total length
Short list, and deliberately so. If you meet these you can start today.
Unity tutorials usually teach you to copy a script and move on, which works until something behaves strangely and you have no model of why. This course teaches the C# side of Unity properly: what the engine calls, in what order, and what your code is allowed to assume at each point.
You start with the MonoBehaviour lifecycle, Awake through OnDestroy, and the difference between Update, FixedUpdate and LateUpdate measured against real frame timing. Serialisation follows, because half of Unity confusion comes from not knowing which fields the inspector persists and when. Then coroutines: what yield return really does, custom yield instructions, and why a coroutine on a disabled object stops.
The second half is applied. You wire the new Input System with action maps and rebinding, use ScriptableObjects for configuration and events, move objects with the physics system rather than against it, pool objects to avoid garbage collection spikes, and organise scripts so a scene does not become a web of direct references. The result is a small playable prototype and a set of habits that scale past it.
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.
4.0
Rated 4.0 out of 5Course rating · 2 reviews
Daniel Okoye
Indie game developer
Awake against OnEnable against Start, and where FixedUpdate sits relative to all three, laid out on one timeline. I had been guessing for two years and carrying bugs I could not explain. Not any more.
Sara Lindberg
Junior developer
Lifecycle, coroutines and object pooling are all taught well and the prototype at the end is a sensible size for a beginner. The Input System chapter was recorded against an older package: several menus have moved and enough of the rebinding API has changed that I ended up working from the documentation instead. Manageable if you are comfortable translating, quite demoralising if you are not.
Game developer and C# instructor
Yuki has shipped six commercial titles, four of them solo, across PC and mobile. She teaches C# and .NET the way small studios actually use them — inside Unity, under a deadline — so the language lessons and the engine lessons arrive together. Students finish a playable game in every course, complete with menus, save files and a distributable build. She mentors at game jams most weekends and has judged three of them.
One-time payment · lifetime access