Unity Tutorial 25 - Refining the game part 2

So it's starting to play more like a real coin pusher. It's harder to get all your money back immediately now.

Still. There's a couple of things. There's no starting money in the system and there's none of the 'dead area' where you won't get anything back.

Again, let's start with the easiest, the "dead" area.

Adding a Dead area

Ultimately, the dead area is just the same as the existing 'collection' area, just without it invoking the GameController to say you've collected something.

We can clone the existing 'collection' object and add it where we want.

First editing the Collection area to make it smaller…

And then duplicating it, moving and reducing it to become the "dead-area-left"

To make it not count towards you score, removing the call to the "GameController.AddFunds" in the "Delete Colliding Object" Component of the new "dead-area-left" object…


With that altered, it's just a case of duplicating this dead area, moving to the right, to become the right dead area.

And we have what looks like the original collection area again…

And with that, you'll see that the coins don't always give you back your money now…

GIT TAG 021_AddingDeadArea

Unity - A simple tutorial < Unity Tutorial 24 - Refining the game part 1 Unity Tutorial 26 - Refining the game part 3 >