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.
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.
- 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.
- 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.
-
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. - 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).
- GitHub Desktop → commit the state you are about to test, so the sheet describes a build you can point at later.
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.
| Beat | Sheet 1 recorded (2.4) | What you changed | Sheet 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.
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.
- The spike. Which callback holds the spike check, and why does it receive a
Collision2Dwhile the coin's callback receives aCollider2D? 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?
- 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?
- 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?
- "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:
- Run all three demonstrations end to end: the spike kills, the potion caps, the death returns you
- Run a second, silent playtest with a new partner and record it on the same sheet
- Compare the two sheets and state your fix's effect as evidence, not opinion
- Trace each of the three systems through your own code, naming the methods it passes through
- Say where each number lives today, and where it moves in 5.3
- Commit and push
Reference Docs
Need a deeper explanation? These pages cover the same concepts:
- Unit 2: Stats & Pickups — the whole unit, closing here
- Triggers vs Collisions — the two callbacks the review asks you to tell apart
- Playtest data (CSV) — what two sheets become once a whole class records them
- Unity + C# Quick Reference — the physics callbacks and
Mathf.Clamp(value, min, max)
Next: 3.1 — The Turret: Distance & the Detection Radius — Unit 3 begins, and the world starts shooting back.
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