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Collectable Objects

Tutorial
Beginner
45 Mins
(173)
Summary
In this assignment we'll add collectable objects to our 2D UFO game in progress. We'll use Prefabs, 2D trigger colliders to do this, and add a one line C# script to make the collectable objects rotate.
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Last updated: January 21, 2022
5.x
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English

1.Creating Collectable Objects

In this assignment we'll add collectable objects to our 2D UFO game in progress. We'll use Prefabs, 2D trigger colliders to do this, and add a one line C# script to make the collectable objects rotate.
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using UnityEngine; using System.Collections; public class CompleteRotator : MonoBehaviour { //Update is called every frame void Update () { //Rotate thet transform of the game object this is attached to by 45 degrees, taking into account the time elapsed since last frame. transform.Rotate (new Vector3 (0, 0, 45) * Time.deltaTime); } }

2.Picking Up Collectables

In this assignment we'll add functionality to our PlayerController C# script to allow our player to pick up collectable objects when bumping into them.
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using UnityEngine; using System.Collections; public class CompletePlayerController : MonoBehaviour { public float speed; //Floating point variable to store the player's movement speed. private Rigidbody2D rb2d; //Store a reference to the Rigidbody2D component required to use 2D Physics. // Use this for initialization void Start() { //Get and store a reference to the Rigidbody2D component so that we can access it. rb2d = GetComponent<Rigidbody2D> (); } //FixedUpdate is called at a fixed interval and is independent of frame rate. Put physics code here. void FixedUpdate() { //Store the current horizontal input in the float moveHorizontal. float moveHorizontal = Input.GetAxis ("Horizontal"); //Store the current vertical input in the float moveVertical. float moveVertical = Input.GetAxis ("Vertical"); //Use the two store floats to create a new Vector2 variable movement. Vector2 movement = new Vector2 (moveHorizontal, moveVertical); //Call the AddForce function of our Rigidbody2D rb2d supplying movement multiplied by speed to move our player. rb2d.AddForce (movement * speed); } //OnTriggerEnter2D is called whenever this object overlaps with a trigger collider. void OnTriggerEnter2D(Collider2D other) { //Check the provided Collider2D parameter other to see if it is tagged "PickUp", if it is... if (other.gameObject.CompareTag("PickUp")) { other.gameObject.SetActive(false); } } }

3.Counting Collectables and Displaying Score

In this assignment we'll add a way for our player to count the collectibles they've picked up, and to display a "You win!" message once they've collected them all.
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using UnityEngine; using System.Collections; //Adding this allows us to access members of the UI namespace including Text. using UnityEngine.UI; public class CompletePlayerController : MonoBehaviour { public float speed; //Floating point variable to store the player's movement speed. public Text countText; //Store a reference to the UI Text component which will display the number of pickups collected. public Text winText; //Store a reference to the UI Text component which will display the 'You win' message. private Rigidbody2D rb2d; //Store a reference to the Rigidbody2D component required to use 2D Physics. private int count; //Integer to store the number of pickups collected so far. // Use this for initialization void Start() { //Get and store a reference to the Rigidbody2D component so that we can access it. rb2d = GetComponent<Rigidbody2D> (); //Initialize count to zero. count = 0; //Initialze winText to a blank string since we haven't won yet at beginning. winText.text = ""; //Call our SetCountText function which will update the text with the current value for count. SetCountText (); } //FixedUpdate is called at a fixed interval and is independent of frame rate. Put physics code here. void FixedUpdate() { //Store the current horizontal input in the float moveHorizontal. float moveHorizontal = Input.GetAxis ("Horizontal"); //Store the current vertical input in the float moveVertical. float moveVertical = Input.GetAxis ("Vertical"); //Use the two store floats to create a new Vector2 variable movement. Vector2 movement = new Vector2 (moveHorizontal, moveVertical); //Call the AddForce function of our Rigidbody2D rb2d supplying movement multiplied by speed to move our player. rb2d.AddForce (movement * speed); } //OnTriggerEnter2D is called whenever this object overlaps with a trigger collider. void OnTriggerEnter2D(Collider2D other) { //Check the provided Collider2D parameter other to see if it is tagged "PickUp", if it is... if (other.gameObject.CompareTag("PickUp")) //... then set the other object we just collided with to inactive. other.gameObject.SetActive(false); //Add one to the current value of our count variable. count = count + 1; //Update the currently displayed count by calling the SetCountText function. SetCountText (); } //This function updates the text displaying the number of objects we've collected and displays our victory message if we've collected all of them. void SetCountText() { //Set the text property of our our countText object to "Count: " followed by the number stored in our count variable. countText.text = "Count: " + count.ToString (); //Check if we've collected all 12 pickups. If we have... if (count >= 12) //... then set the text property of our winText object to "You win!" winText.text = "You win!"; } }

Project:
[Archived] 2D UFO
Collectable Objects
Collectable Objects
General Tutorial Discussion
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1. Creating Collectable Objects
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2. Picking Up Collectables
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3. Counting Collectables and Displaying Score
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