Animating in Unity by Pete Jepson
Duration:25.5 hours
Actual Duration:25h 18m
Release date:2026, April
Publisher:Udemy
Skill level:Intermediate
Language:English
Exercise files:Yes
Software:Unity, Blender
Course URL:https://www.udemy.com/course/animating-in-unity
A hands-on course where you build four distinct animated projects in Unity, from a space fly-through to a cowboy shootout. You’ll get comfortable with Cinemachine, Animation Rigging, and Unity Timeline by actually using them to create finished cutscenes.
🎯 What you’ll learn
- Master animation techniques using Unity Timeline
- Take control of cameras using Cinemachine
- Become confident with Animation Rigging
- Animate using Inverse Kinematics
- Use animation constraints and targets
- Learn how to create your own blendshapes
- Create complete projects in Standard, URP, and HDRP templates
✅ Requirements
- Skills: Basic familiarity with the Unity interface.
- Tools: A computer capable of running the Unity game engine.
- Hardware: At least 10GB of free hard drive space.
📝 Description
This isn’t a theory-heavy lecture series. You learn by building four complete projects, each one targeting a different Unity render pipeline and set of animation tools.
First up is a space fly-through. You’ll build a moon surface, import a space station, and use Unity Timeline to cut between multiple cameras, syncing the visuals to background music. It’s a solid foundation in scene assembly and pacing.
Project two shifts gears into a racing cutscene using the Universal Render Pipeline (URP). Here, Cinemachine takes center stage. You’ll set up virtual cameras and dolly tracks to create dynamic, high-speed shots. You’ll also work with physics, slow-motion effects, and post-processing to give the scene a polished, AAA feel.
The third project is the most complex: a low-poly western shootout in the High Definition Render Pipeline (HDRP). This is where you get into Animation Rigging. You’ll set up constraints like Two Bone IK, Position IK, and Aim constraints to control three cowboy characters. The goal is to create a fluid, controllable rig that makes complex character animation straightforward.
Finally, you’ll dive into facial animation. Using Blender, you’ll create custom blendshapes for a character’s face and clothes. Back in Unity, you’ll use the Animator window and C# scripting to create an interactive, non-linear animation system controlled by parameters.
Each project is self-contained, so you can jump around based on what you want to learn. By the end, you’ll have a solid grasp of the core animation tools in Unity and a portfolio of finished cutscenes.
🧑🎓 Who this course is for
- Anyone wanting to learn more about real-time animation using Unity
- Anyone wanting to learn Cinemachine
- Anyone wanting to learn how to use the Animation Rigging package
🧑🏫 About the Author
Pete Jepson is a qualified teacher with over 12 years of experience teaching game design. He has been using Unity since 2013 and has produced a series of courses focused on game creation and animation. With over 68,000 students from 157 countries, his teaching style is hands-on and support-driven. He is known for being highly responsive to student questions.
🏁 Final Result
- Four complete, portfolio-ready animated cutscenes: a space fly-through, a racing sequence, a western shootout, and an interactive character with facial blendshapes.

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