Is This Correct?

Updated on September 24, 2018 in [A] Unity Scripting
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1 on September 23, 2018

I was wondering…

using UnityEngine;
// Include the namespace required to use Unity UI
using UnityEngine.UI;
using System.Collections;
public class PlayerController : MonoBehaviour {
// Create public variables for player speed, and for the Text UI game objects
public float speed;
public Text countText;
public Text winText;
// Create private references to the rigidbody component on the player, and the count of pick up objects picked up so far
private Rigidbody rb;
private int count;
// At the start of the game..
void Start ()
// Assign the Rigidbody component to our private rb variable
rb = GetComponent<Rigidbody>();
// Set the count to zero 
count = 0;
// Run the SetCountText function to update the UI (see below)
SetCountText ();
// Set the text property of our Win Text UI to an empty string, making the 'You Win' (game over message) blank
winText.text = "";
// Each physics step..
void FixedUpdate ()
// Set some local float variables equal to the value of our Horizontal and Vertical Inputs
float moveHorizontal = Input.GetAxis ("Horizontal");
float moveVertical = Input.GetAxis ("Vertical");
// Create a Vector3 variable, and assign X and Z to feature our horizontal and vertical float variables above
Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
// Add a physical force to our Player rigidbody using our 'movement' Vector3 above, 
// multiplying it by 'speed' - our public player speed that appears in the inspector
rb.AddForce (movement * speed);
// When this game object intersects a collider with 'is trigger' checked, 
// store a reference to that collider in a variable named 'other'..
void OnTriggerEnter(Collider other) 
// ..and if the game object we intersect has the tag 'Pick Up' assigned to it..
if (other.gameObject.CompareTag ("Pick Up"))
// Make the other game object (the pick up) inactive, to make it disappear
other.gameObject.SetActive (false);
// Add one to the score variable 'count'
count = count + 1;
// Run the 'SetCountText()' function (see below)
SetCountText ();
// Create a standalone function that can update the 'countText' UI and check if the required amount to win has been achieved
void SetCountText()
// Update the text field of our 'countText' variable
countText.text = "Count: " + count.ToString();
// Check if our 'count' is equal to or exceeded 12
if (count >= 12)
// Set the text value of our 'winText'
winText.text = "You Won! :D";
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0 on September 24, 2018

Please test it before posting the question will this work…


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