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.
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01
Movement Input-Driven Player
Built player movement from
GetAxisinput andtransform.Translate, scaled by a serialized move speed and frame-rate-independentdeltaTime, with the controls logged on start.Mover.cs -
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 -
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 -
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