It is based on developing three projects: a sort of Angry Birds, a racing game, and an Asteroids game. All are very simple but cover the basics: physics configuration, camera handling, and a lot, really a lot, of UI configuration.
- Regarding mobile-specific topics, the course explains:
- Editor setup to simulate mobile platforms.
- Compilation for Android and iOS.
- Input management through touchscreens, including multi-touch inputs.
- Notifications.
- Ads.
- In-app purchases.
Overall, it's good, but there are several points where it clearly needs an update. The most glaring issue is that the instructor himself acknowledges some of these points. For example, when it comes to Ads, Unity offers two options. The instructor admits that the classic option is already obsolete and that Unity's development is moving towards the second option, but guess which one he explains in the end? Exactly, the one he acknowledged as obsolete.
There are also several moments when Unity has evolved, and the components used in the class either do not appear or do not behave exactly as shown. When that happens and you get stuck, I recommend checking the comments section of the particular class. You'll see it's full of students asking questions, but the instructor never responds. Even so, it must be acknowledged that GameDevTV assigns associate instructors to answer questions, although, in most cases, their answers don't provide much help. In the end, the best tips come from other students' comments. I have also left some contributions, hoping they help someone.
As a platform, Unity is much more mature for making games and monetizing them on mobile platforms than Godot. It is evident that they have components for everything, although I did miss the greater clarity of Godot and, above all, its faster development speed. It drives me crazy every time I modify a Unity script, switch to the editor to test it, and have to spend 5 or 6 seconds staring at the screen while Unity does one of its famous "domain reloads." In comparison, the workflow in Godot is much more agile, with practically instant executions (even using C#), so it doesn't feel as tedious. In my opinion, if you want to make a mobile game intending to profit from ads or in-app purchases, Unity is the best option, although I wouldn't rule out Godot for prototyping, much less for PC games (for which I believe Godot is very well-suited).
In conclusion: the course is good and worth it. It allowed me to solidify concepts, some of which the Godot course had already introduced to me, and it finally helped me understand how to configure UIs in Unity (it's hard to believe, but I hadn't quite grasped it until now). However, be aware that some content is outdated and won't work as expected. So, if you get stuck, it's best to check the comments section because you might discover that the issue isn't your code. With that caveat in mind, I think it's a course that can be very beneficial.