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2.6 — Unit 2 Review + Second Playtest

Your fixes from 2.5 have landed. Today a new partner plays the same build with the same sheet as 2.4, and you put the two sheets side by side: did the change actually do what you said it would? Then you close the unit by demonstrating the three things it built — your spike, your potion and your death rule.

In the Editor ~20 min

Make the three demonstrations run before anyone sits down. You will show a spike that kills, a potion that heals up to a cap, and a death rule that returns the player. If one of them does not run, that is today's work — not a caveat in your demo.

  1. Game view → walk the player onto a spike and watch it play out: the health number drops, the death rule fires, and the player comes back. Note the exact spot they come back to.
  2. Inspector → open the rule behind the potion and confirm the cap from 2.3 still holds — take a potion at full health and check that the number does not move. If it climbs past the maximum, the ceiling rule is missing or in the wrong place.
  3. Hierarchy → confirm the coin still adds to whatever holds the count, and say out loud which object that is. Today it is the player; after 5.3 it will be StatManager.
  4. Scene view → place the tester somewhere they have not seen, with a clear route to all three demonstrations, and confirm the camera follows them there (2.4's route, not yours).
  5. GitHub Desktop → commit the state you are about to test, so the sheet describes a build you can point at later.
Cross-Playtest ~25 min

New partner — not the one from 2.4. Same sheet, same silent-watching rules: they talk, you write, nobody explains anything. The only new column is the one you fill before they play: your prediction for the beat you fixed.

BeatSheet 1 recorded (2.4)What you changedSheet 2 recorded (today)Did the fix work?
Coin route
Spike run
Potion placement
Death and return

Write what you observed, not what you assume it meant. "Stood still for three seconds at the potion, then walked past it" is data. "Did not understand the potion" is a story you invented. Then swap, and play their build with the same table.

Two testers, two variables. Sheet 1 and sheet 2 came from two different people, so a difference between them is either your fix or a different person — and the table alone will not tell you which. Read the beat you changed against the three you did not: if only your beat moved, that is the fix; if every beat moved, you are probably measuring the tester.
In the Code ~25 min

Close the unit by reading your own files. These are the decisions Unit 2 asked you to make, and a review is where you find out whether you made them on purpose.

Review: the three systems, in your code.
  • The spike. Which callback holds the spike check, and why does it receive a Collision2D while the coin's callback receives a Collider2D? Point at the Is Trigger setting that makes that true.
  • The potion. Trace one heal from the overlap to the number changing. Where is the cap applied, and what stops a future caller from setting health above it by going around your rule?
  • The death rule. Trace one death from the spike to the player returning. Name every method it passes through, and say what resets and what survives.
  • The numbers. Which field changed today because of your tune, and which fields did you deliberately leave alone? Say why for one of each.

Socratic: Did the Fix Work?

  1. Two different people filled the two sheets. Which difference between them is your fix, and which is just a different tester — and what on the sheets tells the two apart?
  2. Your fix targeted one beat. Did that beat's number move while the other three stayed put — and if all four moved, what does that say about what you were actually measuring?
  3. "The fix worked" is a claim. What on the two sheets is the evidence for it (CRD-2), and what would you have to see before you called the beat fair rather than merely fixed?

Checkpoint — before moving on, you must be able to:

Reference Docs

Need a deeper explanation? These pages cover the same concepts:

Next: 3.1 — The Turret: Distance & the Detection Radius — Unit 3 begins, and the world starts shooting back.

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