how to create a gamescoreboard

how can i create a score board

ok im gonna try to be more specific im
making a game like mario and i want
every time my character jump in a
specific place he get point

Ok, got it. In that case, there’s at least a couple of different parts to the problem:

  1. Keeping track of and updating the score.

  2. Displaying the score.

For the second part, the easiest way to get up and running would probably be the built-in GUI system. For example, you could use GUI.Label() or GUILayout.Label() to display the score.

For the first part, you’ll need a ‘score’ variable. Where to keep it is up to you, and depends on where you need to access it from. For example, you could make it a member variable of the ‘player’ class, or a member of a ‘game’ class that other objects reference, or a static variable of some class.

As for the jumping part, I’m not sure exactly what the requirements are, but you might take a look at triggers as a means of determining whether the player has jumped in the correct area.

that help me but im mot good cooding here is my character code
where can i make the score board thanks for answer my question ;}

var speed = 6.0;
var jumpSpeed = 8.0;
var gravity = 20.0;

private var dead = false;

function OnControllerColliderHit(hit : ControllerColliderHit)
{
if(hit.gameObject.tag == “fallout”)
{

           dead = true;
		   //substract life here
	 }

}

private var moveDirection = Vector3.zero;
private var grounded : boolean = false;

function FixedUpdate() {
if (grounded) {
// We are grounded, so recalculate movedirection directly from axes
moveDirection = new Vector3(Input.GetAxis(“Horizontal”), 0, 0);
moveDirection = transform.TransformDirection(moveDirection);
moveDirection *= speed;

	if (Input.GetButton ("Jump")) {
		moveDirection.y = jumpSpeed;
	}
}


// Apply gravity
moveDirection.y -= gravity * Time.deltaTime;

// Move the controller
var controller : CharacterController = GetComponent(CharacterController);
var flags = controller.Move(moveDirection * Time.deltaTime);
grounded = (flags & CollisionFlags.CollidedBelow) != 0;

}
function LateUpdate()
{

if(dead)

   {

transform.position = Vector3(128,100,118);

    dead  =  false;

  

    }

}

@script RequireComponent(CharacterController)