2.5D Phase1 Framework: Collectible

Why not create coins as a collectible?

2.5D Phase 1 Framework Challenge

For today's challenge, I implemented a collectible item for the player. It’s a coin that increments when the player collides with it.

What Do I Need?

I need a coin game object. I also need to create a script for the coin so that I can tell it to detect the player, increment the coin count, and destroy itself. I will also need to create a UI Manager script so that I can update the count on display.

Getting Started

I searched in GameDevHQ’s Filebase for a coin model and found this:

I also took the liberty to animate it in Unity. I wanted it to spin and move up and down as if hovering.

I then created a script called “Coin” and attached it to the Coin game object. I want it to detect the player on collision enter.

private void OnTriggerEnter(Collider other)
if (other.CompareTag(“Player”))
var player = other.GetComponent<Player>();

When the player collides with the coin, I want to call AddCoin() from the player to increment coins. Then I want to destroy the coin game object.

In the Player class, I added a variable for the coin:

private int _coins = 0;

I also added the AddCoin() method:

public void AddCoin()
_coins += 1;

When this method is called from the coin class, it increments coins.

I also want to add another function that returns the value of coins. This will be needed for the UI Manager class.

public int GetCoins() => _coins;

I went ahead and created a UI text element for displaying the coin count. I also created a UIManager script and attached it to the canvas of the coin text element.

The UIManager class will hold a reference to the coin text and the player. I want to expose the coin text in the inspector so that I can drag the coin text game object to the inspector.

[SerializeField] private Text _coinText = null;
private Player _player;

In Update, I want to access the text component and assign a value to display “Coins: <coin value>.” The coin value is returned from the GetCoins() method created in the player class.

private void Update()
_coinText.text = “Coins: “ + _player.GetCoins().ToString();

With all of this set, we now have a collectible that can be collected by the player and have it incremented on the screen!





Hello everyone, My name is Gabriel Perez, I am a Unity Developer and a creator who is always learning and experimenting.

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Gabriel Perez

Gabriel Perez

Hello everyone, My name is Gabriel Perez, I am a Unity Developer and a creator who is always learning and experimenting.

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