UT / TEN / 01
Game development for teens
Unity and C# over ten months.
Open the syllabusUnited States · Ages 13 to 18 · Unity and C#
Unity is a natural next stop for a teenager once Scratch and Roblox start to feel small. It is a professional game engine programmed in C#, and it is free for most young learners. Before a teen installs it, though, a family should know three things that most tutorials skip: what Unity’s own terms say about age, which free plan fits, and whether the computer at home can run it. This page answers all three from Unity’s terms and documentation, then gives two first C# scripts written the way Unity now recommends, and explains why so many older tutorials no longer match what a new project does.
Since 2020 · 10,000+ students · Unity and C# for teens, live online
Can a teen use Unity?
Yes, from 13 in the US. Unity’s terms require users to be at least the age of consent to data processing, given as 13 in the US, and 18 to make purchases or submit content to Unity. Modern Age Coders teaches Unity live online to US teens aged 13 to 18, in a batch or one to one, through our ten-month Game Development for Teens course in C#.
Learn Unity with a teacher
Each is live, with the same teacher across the term, and each one ends with work a teen can show.

UT / 01
Ten months of Unity and C# for 13 to 18 year olds: 2D, then 3D, then a capstone.
Open the syllabus →
UT / 02
For teens who want to see what sits beneath an engine.
Open the syllabus →
UT / 03
A gentler first language before C#, if a teen is brand new to code.
Open the syllabus →Age and accounts
Unity needs an account, and its Terms of Service open with an eligibility section. We read the version last updated June 30, 2026. Here is what it says, and what we take it to mean for a teenager.
| Topic | What Unity says | In practice for a teen (ours) |
|---|---|---|
| Minimum age | You must be at least the age to consent to processing of your personal data in your country, with 13 given for the US, 16 for the EU and no minimum for Australia and New Zealand | A US teen of 13 or older can hold an account |
| Purchases and submitting content | "You must be at least 18 years old to make Purchases or submit User Content to Unity." | Under 18, a teen should not plan to buy or submit assets on their own |
| Buying under 18 | Only with the authorization of a legal guardian, who also agrees to the terms | A parent handles any paid add-on |
| Student plan | Students 16 years and older, enrolled in an accredited educational institution, who can consent to their personal data being processed | Possible from 16 for a teen in school, verified by SheerID |
| How long the Student plan lasts | One year, renewable while the student is enrolled | Renew each school year |
| Age | Our suggestion |
|---|---|
| Under 13 | Not Unity yet. Scratch, MakeCode Arcade, Roblox Studio or Godot, where the age fit is clearer |
| 13 to 15 | Unity Personal on an account set up together with a parent |
| 16 to 17 | Unity Personal, or the Student plan if the teen is enrolled in school and wants its extras |
| 18 | Any plan the student is eligible for, including making purchases on their own |
Sources, read 17 October 2026: Unity Terms of Service, section 1, and Unity Student plan. This is a plain-English summary, not legal advice; terms change, so read them with your teen before signing up. We are not connected with Unity Technologies.
Is it free?
For almost every teen learning to make games, yes. There are two free routes, and they suit different ages.
| Plan | Who it is for | What Unity says it gives |
|---|---|---|
| Unity Personal | Individuals and small organizations below a revenue and funding limit over the last 12 months, set out on Unity’s page | Free access to what Unity calls the most widely used game engine in the world, with a splash screen you can customize |
| Unity Student | Students 16 and older enrolled in an accredited institution | Free access to Unity Pro, verified by SheerID and renewed yearly |
| Unity Learn | Anyone | Free, on-demand learning content designed for creators at every skill level |
We suggest Unity Personal for students aged 13 to 15. It has everything a learner needs for 2D and 3D games, and nothing about it limits a school-age project.
Older students sometimes apply for the Student plan once they turn 16. We treat that as optional. The engine and the C# are the same; what matters is the work the student puts in.
Unity itself costs nothing on these plans. Some families later buy art or sound packs from the Unity Asset Store; Unity’s terms say purchases under 18 need a guardian’s authorization, so that decision belongs to a parent.
Free assets are plentiful too, and our course teaches students to make simple art and sound themselves, which avoids the question for many projects.
Will it run?
Unity’s documentation lists the Editor requirements for each version. The current manual covers Unity 6.6.
| System | Minimum version listed | Notes from the docs |
|---|---|---|
| Windows | Windows 10 version 21H1 (build 19043) or newer on X64; Windows 11 21H2 or newer on Arm64 | A GPU capable of DX10, DX11, DX12 or Vulkan |
| macOS | Ventura 13 or newer | Apple M1 or above; Intel Macs are listed as deprecated |
| Linux | Ubuntu 22.04 or Ubuntu 24.04 | Gnome desktop on X11 or Wayland |
| Memory | A minimum of 8 GB RAM is recommended | Larger projects need more |
| Chromebook | ChromeOS is not on the list | The docs add that the Editor is supported on machines running without emulation, container or compatibility layer |
Unity gives 8 GB as a recommended minimum and adds that the memory a project needs depends on its size and complexity. That is a good reason to keep first projects small on an older machine, as our course does.
On a Mac, check the macOS version first. Ventura 13 is the floor in the current manual, and Apple silicon is the supported path going forward.
Unity is not the right first engine on a Chromebook. Godot’s documentation says its Android editor supports Chromebooks supporting Android apps, so Godot with GDScript is the route we suggest until a Windows, Mac or Linux computer is available.
The ideas carry over well: scenes, scripts, collisions and frame-rate independence work the same way, only the language and the menus change.
Source, read 17 October 2026: System requirements for Unity 6.6. The Godot claim is from the Godot documentation page on its Android editor.
First C# code
Two short scripts we wrote for a first 3D practice scene. We used only APIs on Unity’s own documentation pages: the Input System quickstart, Update, Time.deltaTime, OnTriggerEnter, CompareTag and Destroy.
// PlayerMove.cs (ours, built on the Input System
// quickstart in the Unity docs)
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerMove : MonoBehaviour
{
public float speed = 5.0f; // units per second
InputAction moveAction;
void Start()
{
moveAction = InputSystem.actions.FindAction("Move");
}
void Update()
{
Vector2 input = moveAction.ReadValue<Vector2>();
float x = input.x * speed * Time.deltaTime;
float z = input.y * speed * Time.deltaTime;
transform.Translate(x, 0, z);
}
}The Input System quickstart says its default Move action is already bound to the WASD keys, the arrow keys and a gamepad stick, so this works with no input setup. Our arithmetic: at 5 units a second, the player moves 5 / 60, about 0.083 units, each frame at 60 frames a second and 5 / 30, about 0.167, at 30 frames a second. Either way it covers 5 units each second, which is the point of Time.deltaTime.
// Coin.cs on a coin whose collider is a trigger (ours)
using UnityEngine;
public class Coin : MonoBehaviour
{
void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player"))
{
Destroy(gameObject); // the coin removes itself
}
}
}Tag the player object Player in the Inspector. Unity’s OnTriggerEnter page says both objects need a Collider, at least one must be a trigger collider and at least one must be a physics body collider, so give the player a Rigidbody as well.
Unity’s docs describe deltaTime as the interval in seconds from the last frame to the current one, and Update as being called every frame. A fast computer runs more frames than a slow one. Multiply by deltaTime and every player moves at the same real speed, whatever their machine.
The docs add a neat consequence: when timeScale is set to zero, the application acts as if paused, provided every function is frame-rate independent. A teen who multiplies by deltaTime gets a pause button almost for free.
Unity’s Destroy page says actual object destruction is always delayed until after the current Update loop. So the coin finishes the frame it is in before it goes, which keeps the game’s state tidy.
The next lesson adds a score: the coin tells a game manager it was collected before it removes itself, which is a teen’s first taste of objects talking to each other.
Why tutorials disagree
A common frustration: a teen copies code from a popular video, and it does not behave as shown. A likely cause is that the video uses Unity’s older input code, which Unity now tells developers to avoid in new projects.
| Legacy Input Manager | Input System package | |
|---|---|---|
| Typical code | Input.GetAxis("Horizontal") | moveAction.ReadValue<Vector2>() |
| What Unity says | Part of the legacy Input Manager; Unity says you don’t use this API in new projects | For new projects, use the Input System package |
| Where settings live | Edit, Project Settings, Input Manager | An Actions Asset, created from Project Settings, Input System Package |
| Ready-made controls | Named axes such as Horizontal and Vertical | Action Maps called Player and UI, with actions such as Move, Look, Jump and Attack |
| Jump key | Set by hand | The default Jump action is bound to the space key and a gamepad button |
Sources, read 17 October 2026: Input.GetAxis and the Input System Quickstart Guide.
The path
Our Game Development for Teens course runs ten months. These are the milestones a teen reaches along the way, phrased as what they can do, not what they sat through.
| By the end of | A teen can |
|---|---|
| Month 1 | Write a C# script that moves an object with input and deltaTime, and explain each line |
| Month 3 | Finish and publish a complete 2D game with menus, sound and a score |
| Month 6 | Build a 3D level with a controller, animation and a finished goal |
| Month 8 | Add basic multiplayer or a mobile build, and design for players unlike themselves |
| Month 10 | Ship a capstone game, present it, and answer questions about how it works |
Teens who scripted in Luau already know events and handlers. C# is stricter about types, and that is most of the adjustment.
Loops and conditions carry straight over. The new parts are classes, components and the Unity editor itself.
Fine. The course starts C# from zero, through games, at a pace grouped by age.
Coming from Roblox? Our Roblox game walkthrough covers the Luau side. Drawn to engine internals? See C++ game development and C++ classes for teens.
Getting comfortable
What we look for, roughly in order.
| Sign | What you will see |
|---|---|
| 1. Navigates | Moves around the Scene view, adds objects and components without help |
| 2. Scripts | Writes small C# components and multiplies movement by deltaTime by habit |
| 3. Debugs | Reads the Console, finds the line, and fixes it before asking |
| 4. Structures | Splits a game into components that each do one job |
Sign 3 matters most. A teen who reads errors calmly has learned something every programmer needs.
Ask to see the Console. If it is full of red, that is normal at first; if it is clear, they have done good work.
Keep scripts small. One script per job beats one giant script that does everything.
Copy a tutorial once, then rebuild it from memory. The second time is where you learn.
The catalogue
All live online, with a regular teacher, in a batch or one to one.
UT / TEN / 01
Unity and C# over ten months.
Open the syllabusUT / TEN / 02
Pointers, structure and speed.
Open the syllabusUT / TEN / 03
Interactive pages and web games.
Open the syllabusUT / PRE / 01
Game logic in blocks.
Open the syllabusUT / PRE / 02
Luau and events, ages 8 to 14.
Open the syllabusUT / PRE / 03
Typed code before C#.
Open the syllabusUT / ADV / 01
A second language for tools and AI.
Open the syllabusUT / ADV / 02
Build fast with a team.
Open the syllabusUT / ADV / 03
Unity and Unreal at 18 and over.
Open the syllabusWhen lessons happen
Weekdays or weekends, flexible: choose your batch, or for a very personalised plan choose 1-on-1 at your convenience, weekend mornings or weekdays.
Weekdays
Choose a batch whose hour suits your time zone.
Weekends
Weekend mornings for teens with busy weekdays.
1-on-1
Planned around exams, sport and jobs.
Who reviews every project.
Live work in the real editor.
Every line, not just copied.
Finished work to show.
From any US state.
Fifteen to twenty, or one to one.
Student work
Games and apps made by learners who started with no code at all. Browse more in the student labs.

AI and ML
An AI nutrition coach that reads what you eat and works you toward a target.

AI and ML
A chatbot that answers mathematics and programming questions, built and deployed by a student.

AI and ML
An assistant that helps a young person recognise unsafe situations online.

Web app
A weather forecasting site with live conditions for any location.
Fees
Unity Personal costs nothing for eligible learners, so families pay only for the teaching. Payment is monthly in US dollars, there is no year-long contract, and you can stop after any month.
Free first class
USD 0
no card required
Group batch
USD 100
a month, billed in US dollars
One to one
USD 150
a month, billed in US dollars
What families say
Google reviews from families, unchanged.
★★★★★
"The one step solution for my son. Modern Age Coders make learning coding so simple that kids love it. The teachers explain complex concepts clearly with practical exercises and interactive content."
Ria Mukherjee
Parent
★★★★★
"Modern Age Coders has been a game-changer for me. I struggled to grasp IT concepts and coding before joining, but their classes transformed everything. I can now confidently write complex programs with ease."
Samriddha Mondal
Student
★★★★★
"One of the most wonderful education centres out there. Education is not limited to school syllabus but focuses on skill development."
Vansh Agarwal
Student
★★★★★
"My child Dhairya is really enjoying the Modern Age Coders classes. This is his first online class and he eagerly looks forward to it. I can already see his improvement, and the teachers are very cooperative."
Sonam Oswal
Parent of Dhairya
★★★★★
"Modern Age Coders have wonderful teachers who teach in a clear, easy and practical way. The teacher boosts students' confidence and inspires them to learn without hesitation."
Sonu Goyal
Parent
★★★★★
"I highly recommend this computer coding class! The teachers are incredibly knowledgeable and passionate about coding."
Ritu Kedia
Parent
Questions from families
Yes, in the US. Unity's terms say users must be at least the age to consent to processing of personal data in their country, and give 13 for the US. Purchases and submitting content to Unity require users to be 18.
For most, yes. Unity Personal is free for individuals and small organizations under the revenue and funding limit on Unity's page, and the Unity Student plan gives enrolled students aged 16 and older free access to Unity Pro.
Unity's terms set 13 as the US minimum age for an account, so for younger children we suggest Scratch, MakeCode Arcade, Roblox Studio or Godot until they turn 13.
C#. Scripts are C# classes attached to objects as components, such as a script that moves a player or a coin that disappears when collected.
For Unity 6.6, the docs list Windows 10 version 21H1 or newer, macOS Ventura 13 or newer, or Ubuntu 22.04 or 24.04, and recommend a minimum of 8 GB of RAM.
Not as a supported setup. ChromeOS is not among the systems in Unity's Editor requirements, which also say the Editor is supported without emulation or compatibility layers. On a Chromebook we suggest Godot, whose Android editor supports Chromebooks supporting Android apps.
A likely reason is that the tutorial uses Input.GetAxis, which Unity's docs say is part of the legacy Input Manager and should not be used in new projects. New projects should use the Input System package instead.
Unity suits teens 13 and over on Windows, Mac or Ubuntu who want C# and larger 3D games. Godot suits teens on lighter computers or Chromebooks and those who prefer a free, open-source engine.
Our teen course runs ten months, with a published 2D game by month three and a capstone at the end. The free first lesson ends with a script of their own moving an object.
Yes. Weekdays or weekends, flexible: choose your batch, or for a very personalised plan choose 1-on-1 at your convenience, weekend mornings or weekdays.
The first lesson is free. Lessons are then paid month by month, with the figure in US dollars in the Fees section on this page.
Elsewhere on this site
More for American teens choosing a path into game development.
Everything for US families.
Where many Unity students start.
The language under many engines.
Our live C++ course.
Choosing a first teen path.
Inside a live lesson.
Game design for teens: a method, real tuning code, and the US competitions that judge teen games.
Game design summer camp for teens: engines, a real script, a six-week plan.
Minecraft modding in Java for teens: Fabric or Forge, Java versions, a first item.
Start here
Tell us your teen’s age, what they have coded before, and the computer they will use. In the first lesson the teacher helps them install Unity, open a project and get a first object moving with their own script.
Want to know how a class runs first? See how we teach, and find each syllabus on our courses page.
WhatsApp us · +91 91233 66161 · connect@modernagecoders.com
We teach from India, live on video, so a teen anywhere in the US joins the same classes. Message us on WhatsApp for the fastest reply.
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