2.5D Platformer — Collectables #12

No Animations needed! Just code!

One thing I noticed through Game Dev forums, videos, and tips is that not always a GameObject has to have an animation. Instead, code is used to be mixed with complex animations or to increase performance by avoiding the Animator (specially on UI).

So, I’ve decided to manually code a simple animation for a collectable in my prototype!

Simple Move and Rotate

For the collectable, I want it to go up and down. The simplest way to do this is to use Sine waves, and adjusting the values of the frequency and amplitude to my liking.

Original Position + Direction To Move * Sine Wave through Unity’s run time

I also want it to rotate around the Y axis. With transform.Rotate and a Speed variable, it’s more than enough.


As of right now, I don’t have a manager to track the collectables picked up by the controller. I would need to create a new Singleton script and send a pick-up event to it.

Either way, just using a Trigger Collider and OnTriggerEnter, that’d be enough to trigger the event which I set to just deactivate the Collectable GameObject.

Checks if a Controller has entered the Trigger. You wouldn’t want any object to trigger the pick up event, right?


Neat! Didn’t even need the Animator, tchh.




Junior Unity Developer

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Pablo Gómez Platón

Pablo Gómez Platón

Junior Unity Developer

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