Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Similar to Dark Dimension's suggestion, what I would do to learn new Unity features is take an existing game and try enhancing it with the new feature, e.g. today I'll try adding dynamic lighting (shadows), and then I'd read the Unity doc (Unity generally has excellent documentation, it amazes me when people don't read it), and any other useful articles resources like their blog articles or forum discussions, then I try it out, and that usually results in going back to the aforementioned resources to figure out problems and understand optimizations, and then once I had the tech under control there's more widerspread research involved in how to use it properly (lighting is a big topic!)

That doesn't really answer your question on tutorials, but I don't like video tutorials (and most Unity tutorials seem to be video) and I don't like Unity GUI. I think they made a mess of it, problems including it's a lot of work just to do something simple, and you can't just code it, you have to do all this manual drag-and-dropping of assets (so I can see why you might want a video tutorial!) and thus it's hard to make anything reusable. I suppose if you want a good-looking GUI you have to use it, but last I checked (which was at least a year ago) yet another GUI system was in the works, and if I wanted to just concentrate on the rest of the game I might try to get by with their original all-scriptable GUI API which I think can still be used in-game

https://docs.unity3d.com/Manual/GUIScriptingGuide.html

and in fact I used it for a sample pause/options menu in my now-obsolete Unity book, but I converted it to C# a while ago, might be usable

https://github.com/technicat/learnunity/blob/master/chapter17/unityproject/Asset...