Unit 2 — Stats & Pickups

Coins, health, potions: the game gets a nervous system. This unit switches the physics engine on for the first time — nothing in the project had a collider or a rigidbody before it — and along the way you discover that the movement you wrote in Unit 1 ignores physics completely. Then: the playtest ritual, the social skill that turns a build into a game.

Lessons

IDTitleWhat you build / learn
2.1Coins: Triggers, Tags & Your First Statyour first pickup — and discovering where a stat should live
2.2Spikes: Physics, Damage & Deathwhy your movement ignores walls, and choosing a method you can defend
2.3Healing Pickups & the Max-Health Capgreyboxing a prefab, creating a new tag, and the tools that bound a value
2.4Prefabs, Spawning & PlaytestingInstantiate, the tuning loop, silent partner watching
2.5Physics & Stats Studio: Catch Up and Tunefinishing the unit, and re-measuring movement now that a body does the work
2.6Unit 2 Review + Second Playtesttwo playtest sheets compared, and the three systems traced in your own code

Concepts this unit owns

The singleton pattern (a manager everyone can reach), the trigger vs collision distinction, and the playtest ritual belong to this unit forever. CED: AAP-2 (abstraction: one manager, many callers), AAP-3 (variables store program state).

Reference docs in this unit

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