Learn UNITY with Real Code Examples

Updated Nov 24, 2025

Explain

Unity uses a component-based architecture where GameObjects hold components like scripts, renderers, colliders, and audio.

Developers build interactions using C#, shaders, animations, and prefab-based architecture.

Unity supports exporting to 25+ platforms including Android, iOS, Windows, macOS, WebGL, PlayStation, Xbox, and VR devices.

Core Features

Unity Editor

GameObject & Component architecture

C# scripting with Mono/.NET

URP/HDRP rendering pipelines

Asset store with thousands of plugins

Basic Concepts Overview

Scene: container for objects

GameObject: entity in the scene

Component: behaviors added to objects

Prefab: reusable asset template

Script: C# logic controlling game behavior

Project Structure

Assets - scripts, prefabs, textures

Scenes - game levels

Scripts - C# logic files

Packages - Unity modules

Project Settings - engine and build configs

Building Workflow

Design scenes using the editor

Create GameObjects and attach components

Write C# scripts for logic

Test and iterate in Play Mode

Export to target platforms

Difficulty Use Cases

Beginner: 2D games or simple prototypes

Intermediate: 3D exploration games

Advanced: full-fledged mobile games

Expert: AR/VR complex simulations

Enterprise: real-time 3D digital twins

Comparisons

Unity vs Unreal: flexible & lightweight vs high-end photorealism

Unity vs Godot: professional ecosystem vs open-source simplicity

Unity vs GameMaker: 3D/AR/VR vs 2D-focused

Unity vs Roblox: full engine vs platform-limited tools

Unity vs CryEngine: easier learning vs advanced graphics focus

Versioning Timeline

2005 – Unity 1.0 launch

2010 – Cross-platform explosion (iOS, Android)

2015 – Unity 5 with PBR rendering

2018 – New SRPs: URP & HDRP

2025 – Latest LTS with advanced AI, DOTS, and XR improvements

Glossary

Prefab: reusable asset template

Scene: game level

Collider: physical boundary

Rigidbody: physics simulation body

Shader: GPU rendering logic