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2D co-op platformer in Unity 6

Build a 2D action platformer in Unity 6 with C#: movement and animation, local co-op with the Input System, parallax, weapons and state-machine enemies, a multiplayer character-select menu, and Git Flow.

62 lessons17 h 29 minFree lessons: 2

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What's included

  • 62 lessons
  • 17 h 29 min of video
  • Notes for every lesson
  • Ask the author under each lesson
  • Certificate of completion
  • 2 free lessons

Course at a glance

Modules
5
Last updated
October 18, 2026

About this course

In this course you build a pixel-art 2D action platformer from scratch that two or more people can play on one computer, with keyboard and gamepads. Module 1 is the character and co-op. Project structure and physics, ground checks, running and double jumps, the Animator and animations from code, and a Cinemachine camera with screen shake. Then the new Input System: Action Maps, events instead of polling, and a PlayerJoiner that adds players at the press of a button. Module 2 is the level and combat. An endless parallax background using texture offset and MaterialPropertyBlock, a pixel-art environment made with AI, and a ScriptableObject combat system: melee attacks, shooting, reloading and coroutines, plus a second character via Animator Override. And Git: GitLab, branches, Git Flow in Fork and team workflow rules. Module 3 is health and enemies. IHealth and IDamageable interfaces, hit effects, and melee and ranged enemies with patrolling, target detection and a state machine. Module 4 is menus and character select. A responsive Canvas, panels, a character collection, JSON saves and scene loading, then a big mechanic: each player connects their own device, browses and picks a character in their own slot, and a GameSession carries the choices into the game, where a spawner assigns the right devices to each character. Module 5 is polish: a new menu, animated lighting, updated panels and content. You write all the C# code yourself and we go through every line. You finish with a portfolio game and an architecture you can reuse in your own projects.

What you will learn

✅

Build a 2D character controller: ground check, running, double jump and animations

✅

Set up a Cinemachine camera with bounds, screen shake and multi-player tracking

✅

Use the new Input System and build local co-op across multiple devices

✅

Create an endless parallax background with MaterialPropertyBlock

✅

Build a combat system with ScriptableObjects, coroutines and interfaces

✅

Write enemies with patrolling, target detection and a state machine

✅

Make menus, multiplayer character select, saves and scene loading

✅

Manage the project in Git: branches, Git Flow in Fork and teamwork

Play the game you'll build

Katana

Prerequisites

Windows or macOS computer

A PC or laptop that runs Unity 6 comfortably with a 2D project.

Unity Hub and Unity 6

Free. A gamepad helps for testing co-op, but you can start with just a keyboard.

Code editor

Visual Studio or Rider — we write all the C# code together during the lessons.

Assets

Free pixel-art packs and AI-generated images. The author's prompts and files are attached to the lessons.

Basic C# and Unity

You should know the basics: classes, methods, components. The tricky parts are explained in detail.

How the course works

  1. 1

    Watch the video and read the notes

    Lessons are 10–20 minutes, each with notes on the key steps.

  2. 2

    Repeat it in your own project

    The author's code and files come with the lessons.

  3. 3

    Ask questions under the lesson

    The author and other students answer.

  4. 4

    Get a game and a certificate

    A finished project for your portfolio and a certificate of completion.

Course Lessons

1

Module 1. Character, camera and co-op with the Input System

9 lessons

1.1 Project setup: structure, physics and first controller

Free
Page

1.2 Ground check, running and double jump

Free
Page

1.3 Character art: sprites and Animator

Page

1.4 PlayerAnimator: animations from code and flipping

Page

1.5 Cinemachine camera: follow, bounds and shake

Page

1.6 Input System: devices, Action Maps and actions

Page

1.7 PlayerInputHandler: event-driven movement

Page

1.8 Local co-op: joining players with PlayerJoiner

Page

1.9 Co-op in action: schemes, spawning and collisions

Page
2

Module 2. Level, parallax, combat system and Git

After purchase
12 lessons
3

Module 3. Health, effects and enemies

After purchase
8 lessons
4

Module 4. Menus, character select, saves and devices

After purchase
27 lessons
5

Module 5. Polish: menu and UI

After purchase
6 lessons

FAQ

I'm a complete beginner. Is this for me?

You need C# basics (variables, classes, methods) and some experience with Unity. Everything harder is explained step by step. Try the two free lessons: if they make sense, you'll be fine.

What computer do I need?

A Windows or macOS PC or laptop that runs Unity 6 with a 2D project comfortably.

Do I need a gamepad?

No. You can do everything on a keyboard, including playing with two players. A gamepad just makes testing co-op easier.

How long does the course take?

58 lessons and about 14 hours of video. With practice, that's roughly 6–8 weeks at 4–5 hours a week. There are no deadlines, so go at your own pace.

What if I get stuck?

Every lesson has a questions section where the author and other students answer. The author's code and files are attached to the lessons, so you can compare them with your project.

Do I need to buy anything?

No. Unity Personal and Visual Studio Community are free, the pixel art packs are free, and the author's prompts and files are attached to the lessons.

What if the course is not for me?

You have a 30-day money-back guarantee. Email support@lvlarena.games within 30 days of purchase and we will refund you.

Will I get a certificate?

Yes. When you finish all lessons, you get a personal LVLARENA certificate.

Course author

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