Mainly reverse engineering other Unity Demo’s and scripts including Unity Tutorials which are a great resource. I’ve done C++ in college ages ago, but I really think for Unity you have to get used to coding in C# for unity… A couple of resources 
Learn game development w/ Unity | Courses & tutorials in game design, VR, AR, & Real-time 3D | Unity Learn (Great for the basics and Vector math I went through all of these. I do the three finger claw every time I’m figuring something out for X,Y and Z looking silly, but it works (thanks Will for the claw) 
http://video.unity3d.com/video/7362044/unity-40-mecanim-animation-tutorial (This one’s a need to know, scripts are a bit useless for point and click but some very good methods and getting used to Mecanim is great.
http://www.youtube.com/user/BurgZergArcade (couldn’t of got this far without this guy, so much info a lot of hours spent watching these… if you’re on this forum thank you so much :))
Script for controller and Mecanim: http://forum.unity3d.com/threads/200630-Click-to-Move-Mecanim-C-script
Some awesome resources on this place: http://wiki.unity3d.com/index.php/Scripts
Finally I use pre-fab’s from the asset store mainly, I’ve learnt about blender (First little project, FPS shooter)… But it’s a time thing really… so lot’s of money spent. In a way it’s a good thing, I will make sure I get this finished with the amount of time and money that will be spent…
Finally a lot of time and dedication needed, e.g. I had an issue with RigidBody Gravity and prefabs, anytime you have player interaction it caused slight jittering… I kept changing the float variables but it never quite worked out, so I deleted the prefabs and used a stone terrain instead. Took me two hours just to remove the roads and replace with stone terrain, it wasn’t that bad and I could of left it… But I want to make this a competitive product so no cut corners and / or sloppy game production. I can see myself spending months just cleaning things up.
Thanks for the good wishes :).