Cannon Shooter Game in Unity 6

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Free Download Cannon Shooter Game in Unity 6
Published 1/2026
Created by Zouhair Serrar
MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz, 2 Ch
Level: All | Genre: eLearning | Language: English | Duration: 34 Lectures ( 10h 46m ) | Size: 12.3 GB

Make a full game in Unity where you control a cannon and sink passing pirate ships
What you'll learn
✓ Proper use of Unity's input system and various other systems and components
✓ Proper coding principles to work on intermediate to large projects without losing your sanity
✓ Manipulating multiple cameras in Unity using Cinemachine to create various effects
✓ Manipulating time and creating a nice slow motion effect inspired by the Sniper Elite games
✓ Shooting high-speed projectiles while drawing a trajectory line like in a 3D Angry Birds (where the pigs are pirate ships)
✓ Create a smooth cannon controller with nice sound and visual effects
✓ Create all the bells and whistles that make gameplay JUICY!
✓ Apply the best coding practices in the industry.
Requirements
● You need to be familiar with Unity and C# programming and know the basics
● We'll make the project in Unity 6.2 and we need a code editor like Visual Studio, any version of Unity 6 will do.
● The course is using some paid asset packs for models, visual effects and sound effects which are not provided. You can follow along using your own models or purchase/download the assets from the Unity Asset store if you want your project to match what I'm doing on screen.
● Paid packages used in this course: Pirate Pack by Synty, Epic Toon FX by Archanor, Universal Sound FX by Imphenzia
Description
Sink Pirate Ships with C# & Unity 6. Build a Juicy Cannon Shooter from Scratch!
Ever dreamed of manning a cannon on a stormy sea, lining up your shot, and watching pirate ships explode in slow motion as they sink beneath the waves?
That's exactly what we're building in this course.
You'll take full control of a powerful cannon and rain cannonballs on wave after wave of enemy pirate vessels sailing across the horizon. We're talking satisfying explosions, dramatic slow-mo projectile cameras, predictive trajectory lines, smooth cannon aiming, juicy sound & visual effect feedback.
If you already know the basics of Unity and have been frustrated for a long time, struggling with the complexity of putting together a complete, polished game, with interesting gameplay, or if you are an intermediate or advanced Unity user tired of scattered prototypes where gameplay never seems to be fun enough, and you get lost in a mire of unmaintainable code, messy architecture, and all sorts of pitfalls, then this is the perfect course for you.
What you'll actually create
• A cannon with buttery-smooth rotation, recoil, firing effects, and proper ballistic physics
• Cannonballs that feel weighty and satisfying to launch
• A dramatic projectile-follow camera that slows down time for those perfect hits
• An optional trajectory prediction line so players can line up trick shots (great for an easy mode)
• Pirate ships that follow smart curved paths across the sea
• A flexible spawner system that controls enemy waves, difficulty ramp-up, and spawn timing
• Tons of polish: particle explosions, splash effects, ship sinking animations, audio cues, screen shake, multiple camera, slow-motion effect, everything that makes gameplay feel alive and rewarding
By the end, you'll have a fun, standalone mini-game that looks and plays well. And you'll walk away with practical, real-world techniques you can reuse in your own projects.
Let's load the cannon! BOOM!
Who this course is for
■ Beginners who are past the complete beginner stage, who have some familiarity with Unity and C# programming. If you are a complete beginner, please check out my Unity Crash Course for Complete Beginners.
■ Intermediate or advanced level developers interested in seeing how the best practices of the industry, such as design patterns, can be used and integrated in a seamless way to achieve amazing gameplay results.
■ Unity users who have been using Unity for some years and were always frustrated by the difficulty of putting together coherent and fun gameplay systems.
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