JUL 2, 1993

Obstacle Course

An early Unity fundamentals project - a 3D obstacle course where I learned the engine's core loop end to end: move a player from input, animate hazards by transform, and read physics collisions to score bumps. Small on purpose; it is where the muscle memory started.

Playable Open the WebGL tab to play it in your browser.

Obstacle Course
EngineUnity
LanguageC#
FocusFundamentals
InputGetAxis
MovementTransform
PhysicsCollisions
Systems Built
  1. 01
    Movement Input-Driven Player

    Built player movement from GetAxis input and transform.Translate, scaled by a serialized move speed and frame-rate-independent deltaTime, with the controls logged on start. Mover.cs

  2. 02
    Hazards Spinning Obstacles

    Wrote a reusable spinner that rotates its object on serialized X, Y, and Z amounts every frame, so any prop becomes a turning hazard tuned entirely from the Inspector. Spinner.cs

  3. 03
    Hazards Timed Dropper

    Built a dropper that starts with its mesh hidden and gravity off, then reveals the object and turns gravity on after a serialized delay, so blocks fall into the course on a timer instead of all at once. Dropper.cs

  4. 04
    Scoring Collision Feedback & Counter

    Programmed a collision that paints the obstacle red and retags it as already-hit, and a separate scorer that counts each fresh bump and reports the running total - skipping anything already struck so one obstacle is never double-counted. ObjectHit.cs · Scorer.cs