Unity Simple Docs
A beginner-friendly rewrite of the Unity documentation. Every page explains what an API does, shows how to use it with a working example, and describes what actually happens while your game is running.
The pages on this site were written with the help of AI, which was used to interpret and simplify the official Unity documentation. We try to keep everything accurate, but simplification can leave out details and mistakes are possible.
This site is not a replacement for the official docs. When something matters (exact behavior, edge cases, newer versions), check the original sources:
- Unity Manual: how the editor and engine features work
- Unity Scripting API: every class, property and method
This is an unofficial community project and is not affiliated with Unity Technologies.
Which Unity version?
Examples target Unity 6 and use C#. The pages assume you know basic C# (variables, methods, classes, if statements) but are new to Unity. Most of it also works in Unity 2021 and 2022. When a name changed in Unity 6 (for example Rigidbody.velocity became Rigidbody.linearVelocity), the page says so.
New to Unity? Start here
Read these in order. Each one builds on the last.
- What is Unity?: GameObjects, Components, Scenes and the Editor windows
- Your First Script: write a C# script and attach it to an object
- Script Lifecycle: when Unity calls
Awake,Start,Updateand the others - Prefabs & Spawning: reusable objects and
Instantiate - Coroutines: waiting and doing things over time
- Physics Basics: Rigidbodies, Colliders and triggers
- Handling Input: keyboard, mouse and gamepad
C# for Unity
The C# language features you'll meet in Unity code, each explained with Unity examples.
Value & Reference Types
Why transform.position.x = 5 doesn't compile.
Types & Type Checking
GetType, typeof, is, as and casting.
Exceptions & try/catch
Handling errors, and what those red Console messages mean.
Iterators & yield
The C# feature coroutines are built on.
Delegates & Events
Action, Func, lambdas and event.
async & await
Waiting without coroutines, with Unity 6's Awaitable.
Also: Fields, Properties & Modifiers, Inheritance & Interfaces, Null, Generics, Collections, LINQ, Enums, Strings, Extension Methods, Attributes.
Tutorials
Step-by-step builds of real game features. Each one ends with something you can play.
UnityEvents in a Game
Pressure plates, doors, health bars and a game-over screen, connected in the Inspector.
Using the Input System
Keyboard and gamepad movement, dash, pause menu, button prompts and key rebinding.
ScriptableObjects in a Game
Enemy types, shared health, event channels and wave tracking without singletons.
Game Feel with DOTween
Bobbing pickups, coin pops, squishy buttons, sliding menus and screen shake.
HLSL & Shaders
Your First HLSL Shader
Write a small shader that puts a texture on a shape and tints it, and learn what each part does.
Camera-facing Billboards
Make a flat picture always turn to face the camera, for trees, sprites and name tags.
Guides
- Procedural Meshes without GameObjects: build a shape in code and draw many copies without GameObjects
- Dot, Cross & Reflect: "is it in front of me?", "which way is sideways?" and "which way does it bounce?"
- Working with CharacterController: walk, jump and bump into walls with full control over the feel
- URP & Post-processing: glow, colour grading and screen effects with Volumes
- UI & TextMeshPro in Depth: menus, health bars and text that fit any screen size
- NavMesh in Depth: let characters find their own way around walls
- Working with Particle Systems: explosions, dust, rain, and controlling effects from code
- Working with Update & FixedUpdate: the two game loops, what goes where, and how to fix jitter
- Interpolation & Easing: Lerp, MoveTowards, SmoothDamp, and making motion feel good
- Bezier Curves: arcs and paths, moving along a curve at constant speed
- Better Ways to Do Things: beginner habits that cause trouble later, and what to do instead
Building Systems
- Building Your Own Systems: design small reusable systems, with your own object pool and cooldown timer
- Simple State Machines: patrol, chase and attack without a mess of if statements
- Saving & Loading Games: save progress to a JSON file and load it back
Performance
- Optimization Best Practices: budgets, profiling on real devices, CPU vs GPU, engine and asset settings
- Optimizing Your Code: caching, garbage, cheaper math and other script-level tips
- Object Pooling: reuse bullets, effects and enemies instead of creating and destroying them
- GPU Instancing & Batching: draw thousands of objects with a handful of draw calls
API Reference
Matrix4x4
Use one value to describe where a shape goes, which way it turns, and how big it is.
GameObject
Every object in your scene. Find, activate and add components.
MonoBehaviour
The base class for your scripts. Update loops, events and coroutines.
Transform
Position, rotation, scale and parent/child relationships.
Object
Spawning with Instantiate and removing with Destroy.
Vector3
Positions, directions and distances in 3D.
Quaternion
Rotations without the headache.
Rigidbody
Make objects move with physics: forces, gravity and velocity.
Physics
Raycasts and overlap checks. "Is there something there?"
Time
deltaTime, pausing the game and slow motion.
SceneManager
Load levels, menus and loading screens.
Animator
Control animations from code.
PlayerPrefs
Save simple settings and high scores.
UnityEvent
Events you can connect in the Inspector, like a Button's On Click.
InputAction
The new Input System: actions, bindings and callbacks.
DOTween
Third-party tweening library: move, fade, scale and shake in one line.
Free Libraries Worth Knowing
Popular free packages, tools and art that speed up development.
See the sidebar for the full list.
How to read an API page
API pages follow the same layout so you always know where to look:
- Infobox (top right): what kind of type it is, what it inherits from, and which namespace to put in your
usingline. - Summary: what it is, in one or two plain sentences.
- Think of it like...: a real-world comparison for the trickier ideas, shown in a purple box.
- Properties / Methods / Events: tables of the members you will actually use. Rarely used members are left out.
- Diagrams: where a picture explains the mechanism faster than words (timelines, flows, geometry). On a phone, swipe sideways on a wide diagram.
- Code Samples: complete scripts you can copy into a project.
- What happens at runtime: what Unity does behind the scenes, step by step.
- Common Mistakes: the things that trip most beginners up.