Unit 5 — The Axe & The Cave
The game changes genre: an item grants capability, a lever fires an event, and a scene load flips gravity. Three lessons that turn your overworld RPG into a platformer — by decoupling cause from effect.
Lessons
| ID | Title | What you build / learn |
|---|---|---|
| 5.1 | The Axe: Item Pickups & Inventory Bools | capability items — a pickup that is not a number |
| 5.2 | The Door: Opening It with Events | Lever.Interact, UnityEvents, rules changed with no code |
| 5.3 | Into the Cave: Scenes, Persistence & The Refactor | why every stat resets, the singleton, and the year's biggest refactor |
Concepts this unit owns
Three ideas the exam loves: right-sizing data (bool vs counter vs list), abstraction through events (the lever never names the door), and instance vs persistent state (what survives a scene load). CED: AAP-2 (managing complexity with abstraction — the UnityEvent), AAP-3, CRD-2.