Unit 1 — Setup & Movement
Everything starts here: fork the starter, clone it, and take a character from zero to a moving, animated sprite. You arrive from two weeks of Scratch with the ideas already in your hands — sprites, loops, events — and Sep 14 is the day they land in a real engine. The three habits this unit builds — read before you run, predict before you change, tune one number at a time — carry through the entire year.
Lessons
| ID | Title | What you build / learn |
|---|---|---|
| 1.1 | Launch: Fork, Clone & Press Play | from GitHub fork to a running build on your machine — and a world where nothing has any code yet |
| 1.2 | The Unity Editor Tour | Hierarchy, Inspector, Scene, Play — the four windows you live in |
| 1.3 | Your First Script: Variables & Update | fields, Start vs Update, Debug.Log as your eyes |
| 1.4 | Movement I: Input, Direction, Vector | GetAxis → direction → vector → Translate, and your first working character |
| 1.5 | Movement II: Speed, deltaTime & Tuning | frame-rate independence, live tuning, and choosing a movement method you can defend |
| 1.6 | Animation States: IsWalking, WalkDir, Attack | animator parameters driven by code |
Concepts this unit owns
This unit owns the movement pattern — input, direction, speed, deltaTime — that every controller you write this year reuses, and the predict–change–verify habit every lesson after it assumes. It also plants the problem the whole year grows from: the first movement method you reach for walks straight through walls, and you have to notice that and decide what to do about it. CED: CRD-2 (program purpose, design & testing), AAP-2 (managing complexity with variables).