New course! A Comprehensive Beginner’s Guide to Coding in Kotlin

Learn to code for Android app development in Mammoth Interactive’s latest course. A Comprehensive Beginner’s Guide to Coding in Kotlin is perfect for beginner coders or anyone wanting to learn Java’s replacement language.


Kotlin is the brand-new programming language for Android app development that is taking Java by storm. Join programming expert Nimish Narang in this course on the basics of Kotlin. Nimish has extensive experience teaching app development as an instructor at Mammoth Interactive. Start learning to code today in this Number 1 course on Kotlin.

Is this course for me?

This course is devoted to Kotlin’s language basics and comparing the syntax to Java. We target beginners and cover core topics in depth. If you’re an intermediate or advanced coder, you can watch the videos at a faster speed using the Speed tool. We encourage you to follow along with the coding as we show you Kotlin’s unique syntax.

What Will I Learn?

1. The major concepts involved with variables, basic types of variables, more advanced types, Kotlin’s new syntax for variables, and how we can use variables differently in Kotlin than you may have already seen in other programming languages.

2. Collection types, which Kotlin allows us to customize. We’ll begin by looking at the simple collection types and then look at more advanced ones.

3. Control flow. Kotlin has some new statements not found in Java. Kotlin also provides the brand-new ability to turn control flow statements into expressions, which is a powerful capability that has a lot of potential. We will look at the basics and syntax, always relating back to real-life examples.

4. Functions, which have significant syntax differences in Kotlin. Beginners will learn how to use functions, and more advanced developers will benefit from the introduction to Kotlin’s new syntax.

5. Classes, objects, and other structures available in Kotlin.

Why Should I Learn Kotlin?

Kotlin is an innovative programming language for app development. You don’t have to use Java to make Android apps anymore! With Kotlin, you can write concise and powerful code. Kotlin is awesome because it is compatible with existing Java-based technologies.

Throughout the course, we will compare Kotlin and Java. Java is a popular programming language that many developers use to create content for the Web. Kotlin is a lot more syntactically flexible than Java. This allows you to have more fine control over how you write code to accomplish the tasks you want. You can insert an aspect of personality into code and write it how you want it to be read. It’s easy to incorporate Kotlin into existing projects and applications.

What are the requirements?

  • A working computer onto which you can install Kotlin and Android Studio
  • Java coding skills are helpful but not required

Take this course to learn how to code apps faster in an emerging programming language. Enroll today to join the Mammoth community.

ENROLL NOW for 19$.

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Get perks by supporting our Kickstarter: Hello Coding!

Coding is not as hard as you think.

We at Mammoth Interactive are excited to make our next course series ‘Hello Coding: Anyone can learn to code.’ Please support this project on KICKSTARTER to get limited-edition perks! This series has five levels that take you through a holistic curriculum of development. In Hello Coding, students learn web, app, game, and Artificial Intelligence development.

Hello Coding has 5 levels:

  • Level 1: Introduction to Coding Fundamentals
  • Level 2: Web Development
  • Level 3: Complete App Development
  • Level 4: Build Games and Art Assets
  • Level 5: Learn Artificial Intelligence

Get inspired.

Here are some of the projects you’ll make in our courses.

Our way of teaching makes it easy for everybody to learn to code.

With our audiovisual tutorials, you follow along with your instructor to make apps, sites, and games from scratch. Whether you want to code to train your brain, release your creativity by building your own game, or learn to make websites to better your resume, you can do it with Hello Coding.

Get free courses, t-shirts, and bonus topics by supporting our Hello Coding Kickstarter!

Learn Unreal with our new book series 📖

It’s that time of year… we at Mammoth Interactive have published new books! Available in both Paperback and eBook format, check out “Introduction to Unreal” and its sequel “Build 6 Games in Unreal.”

The Unreal Engine is a powerful program for building games. Learn how to navigate the Unreal editor by building a Coin Collector game!

First we set up the Coin Collector game’s design in Unreal. You learn how to position a camera in a game so that the user sees the game from your desired viewpoint. We make Blueprints to save objects. We give shape and color to the characters and objects in the game.

A sneak preview of the Paperback edition.

A sneak preview of the Paperback edition.

Then we use C++ scripts to give the game custom functionality. You learn how to process collisions and keep track of the number of times two objects collide. We make a coin disappear when the player touches it. We add a text box to the game to display the score. As well, we enable the player to restart the game with a hotkey.

By the end of this book, you know how to create a game from scratch that responds to user input through keyboard controls.


Learn how to navigate the Unreal editor while building 6 basic games. This book is an extension of “Introduction to Unreal.”

A sneak preview of the eBook edition.

A sneak preview of the eBook edition.

We make the following games:

  • Coin Collector Game
  • Shooter Game
  • Platform Switcher Game
  • First Person Shooter Game
  • Turret Game
  • Runner Switcher Game

Both of these books make creating your own game easy and efficient. You learn both the coding and artistic sides to game development. As such, you gain a unique perspective that is familiar with the different skills needed to make a game. Grab your copy today. 📖


Implementing a Button | Unity Tutorial

In virtual reality (VR) games, one of the few interactions a player can make is press a button by looking at it. In this tutorial, we will implement the button we made in our previous Unity tutorial.

If you are a beginner and want to learn how to build virtual reality games, check out our Unity3D course!

There are two ways to interact with the button. Both ways involve looking (the looking logic). We need to understand how to identify the button. To do this, we will perform raycasting.

To draw an image, Main Camera throws rays in multiple directions to find pixels to draw. We will use the ray that shoots forward in the direction the camera is facing. If the ray flying from the camera touches an object, we will identify the object.

Rename Main Camera “Player” because the player will look through the lens of the camera. We can treat the camera as the eyes of the player. Create a C# script in Assets. Name the script “Player”. Drag and drop the Player script to “Player” in the Hierarchy.

Double-click on the Player script to open it. Type the following code in the Update method in Player.cs. This code declares the local variable hit of type RaycastHit.

public class Player : MonoBehaviour {
// Use this for initialization
void Start () {


// Update is called once per frame
void Update () {
Raycast hit;

hit is a local variable because we declared it in one function. You can only call a local variable within its function. If you know you are only going to use a variable in one function, declare it as a local variable.

If you declare a variable in a class outside of a function, you can use the variable throughout the functions in the class. These variables are global.

If you hover over “RaycastHit”, you can read that if your raycast hits an object, the object will be stored in hit, along with other details.

Create the following if block, which calls the Raycast method from the Physics class.

// Update is called once per frame
void Update () {
Raycast hit;

if (Physics.Raycast()) {


We need to pass three parameters to perform the raycast:

1. We need to pass the origin of the raycast. We want the ray to come from the exact position of the camera. transform.position is the position of Player.

// Update is called once per frame
void Update () {
Raycast hit;

if (Physics.Raycast(transform.position)) {


2. We need to pass the direction of the ray. transform.forward refers to the direction of the blue arrow. transform.forward always points forward even when the camera rotates.

// Update is called once per frame
void Update () {
Raycast hit;

if (Physics.Raycast(transform.position, transform.forward)) {


3. We need to pass where we will save the hit information if there is a hit. We will store the information in the hit variable.

// Update is called once per frame
void Update () {
Raycast hit;

if (Physics.Raycast(transform.position, transform.forward, out hit)) {


The if block’s condition will return true when the raycast hits something. In this case, we will use the hit variable. The condition will return false when the raycast does not hit anything. hit will not store a value, so we will not use it.

If the condition returns true, use the following code to print the name of the object the raycast hit.

// Update is called once per frame
void Update () {
Raycast hit;

if (Physics.Raycast(transform.position, transform.forward)) {
Debug.Log (;

Save the script, and open Unity. Press Play. Press Alt/Option, and move the cursor until the crosshair is on top of Button. The console will print the message “Button” constantly because every time the Update method is called, it sees that we are looking at the button, and it prints the message.

Save your project. Want to learn more about buttons? Check out our Unity3D course, where you build 30 virtual reality games!

Designing a Button | Unity Tutorial

In virtual reality (VR) games, one of the few interactions a player can make is press a button by looking at it. In this tutorial, we will design a button in Unity. If you are a beginner and want to learn how to build virtual reality games, check out our Unity3D course!

VR has limited interactions with keys. Other devices like computers or Xbox, which have a lot of keys that players can press to interact with the game. Create a cube in the Hierarchy. We will have the cube work like a button. Give Cube the position 0 -1 -5. Change its X Scale value to 2.

Create a material in the Assets folder. Make sure that you do not create the material in the Google SDK folders. Name the material “ButtonMaterial”. Drag ButtonMaterial to Cube in the Scene. Change the color of ButtonMaterial to green with RGB values such as 0 184 100.

We will have the button be somewhat see-through. From the Rendering Mode menu in the Inspector, select “Transparent”.

In the Color window, set the alpha of ButtonMaterial to 147.

We will have the button contain some text. Right-click on “Cube” in the Hierarchy. Select 3D Object > 3D Text. “New Text” will appear in the Hierarchy. The text “Hello World” will appear in the Scene.

Set the X Scale value of New Text to 0.5. In the Text Mesh component, set Anchor to “Middle center” and Alignment to “Center”.

Set the text to sit just in front of the cube by changing its Z position to -0.7. Change Font Size to 15. In the Text property of Text Mesh, change “Hello World” to “Btn” (a shortened form of “Button”).

The text “Btn” will be of poor quality in the Scene. To correct this, scale down New Text in the Transform component. Then increase its font size in the Text Mesh component.

As such, the button’s text will be of better quality. Rename New Text “Label”. Rename Cube “Button”. Want to learn more? Check out our Unity3D course, where you build 30 virtual reality games!