Loss State
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Our level is now playable and the camera works correctly.
But there's a problem:
If the player falls out of view, the game keeps running. There is no loss state.
Creating a Loss Zone
To detect when the player loses:
- create an Empty
GameObject(e.g.,LossZone); - add a
Box Collider 2D; - tick Is Trigger.
Why use Is Trigger?
Because we don't want the player to physically collide and stop - we only want to detect when they enter the area.
Making It Follow the Camera
In an endless jumper, the player can reach great heights. If the loss zone stayed fixed at the bottom, the player might fall for a long time before triggering a restart.
Instead:
- make the
LossZonea child of the Camera; - position it just below view;
- when the camera moves, the
LossZonemoves with it.
Now it always stays just below the visible area.
Detecting the Trigger
Because we enabled Is Trigger, we use:
OnTriggerEnter2D()
Instead of:
OnCollisionEnter2D()
Then we check that the object entering is the Player:
if (collision.gameObject.name == "Player")
(If "Player" is the name of the player GameObject in your scene!)
Reloading the Scene
To restart the level, we must use Unity's Scene Management system.
At the top of the script:
using UnityEngine.SceneManagement;
This allows access to scene functions.
Then to reload the current scene:
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
This loads the scene that is currently active, effectively restarting the game.
1. Why did we enable "Is Trigger" on the LossZone collider?
2. Which function is used when a Collider2D is set as a trigger?
3. What does this line of code do?
Thanks for your feedback!
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