Skip to main content
Mr. Helland
  • Home
  • Calendar
  • More
English
Deutsch English Español Français Tiếng Việt Русский العربية 简体中文
You are currently using guest access
Log in
Mr. Helland
Home Calendar
Expand all Collapse all
  1. 3D Game Prog
  2. 2️⃣3D Environments
  3. 10: A Mazing Puzzle (Part 4)

10: A Mazing Puzzle (Part 4)

Completion requirements
Make a submission
Due: Tuesday, November 11, 2025, 11:59 PM

Learning Target

  • Add objects that can be collected
  • Add objects that indicate a state

 


Resources

Starter Models:
    • Bread.blend
    • Indicator.blend
Starter Scripts:
    • Collectible.cs - Causes a collectible to rotate and hover
    • IndicatorLight.cs - Controls an indicator light's state
    • ActivateIndicator.cs - Add to an object with a trigger to change an indicator's state


Instructions

Step 1: 

Import the bread and indicator models (or different models) to use as the shape of your collectible and indicator lights.

Add at least three new materials to use with your your collectible and indicator light.

 

Step 2:

Import the starter script called Collectible.cs. You can add additional features to this script, but it should support at least the features that are already present.

You'll need to:

    • Add some variables
    • Create a rotation vector and use it to rotate the collectible
    • Make the object disappear when you collide with it

Also, import the script called IndicatorLight.cs.  You will need to fill in some missing information. Try to do it yourself, but if you are having a challenge, scroll down to the bottom of the page.

 

Step 3:

Create a new prefab for your collectible and indicator light. Be sure to attach the corresponding script to each prefab. 

Add at least one collision box to your indicator prefab. Be sure to set it as a trigger.

 

Step 4:

Add collectibles and indicators to your scene.

Step 5:

Be sure to test your collectibles and indicator lights.

 

Challenges:

You can expand your maze game in a couple different ways.

    • Add a scoring or monetary system
    • Add different types of collectibles with differing score values

 


Grading

For grades A to D, all requirements need to be met for that grade band. 

Indicators and Collectibles  Letter Grade 
  • Meet the requirements for an A
  • Add a scoring system that is clearly visible on the screen
  • Have multiple types of collectibles
  • The collectibles and/or indicators are custom models
A+
  • There are at least 2 new prefabs created from imported models of the collectible and indicator
  • There are at least 8 collectibles in the scene that can be "collected" by the player
  • There are at least 2 indicators in the scene that can be "activated" by the player
  • There are at least 3 new materials for the indicator and collectible
A
  • There are at least 2 new prefabs created from imported models of the collectible and indicator
  • There are at least 4 collectibles in the scene that can be "collected" by the player
  • There are at least 1 indicator in the scene that can be "activated" by the player
  • There are at least 2 new materials for the indicator and collectible
B
  • There is at least 1 new prefab created from an imported model of the collectible or indicator
  • There are at least 4 collectibles or indicators in the scene that can be "collected" or "activated" by the player
  • There is at least 1 new material for the indicator or collectible
C
  • There is at least one collectible or indicator in the scene and they can be "collected" or "activated".
D
Doesn't meet above criteria  Reassigned


Need Help

Here is some example code to help you finish:

◄ 09: A Mazing Puzzle (Part 3)
11: Declare and Initialize Variables ►
You are currently using guest access (Log in)
Get the mobile app
Powered by Moodle