so i want my player sprite getting to next level by avoiding 5 colliders. so how i code it?
im new here, pls help me 
heres my code
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class player : MonoBehaviour
{
public float moveSpeed = 600f;
float movement = 0f;
// Update is called once per frame
void Update()
{
movement = Input.GetAxisRaw("Horizontal");
}
private void FixedUpdate()
{
transform.RotateAround(Vector3.zero, Vector3.forward, movement * Time.fixedDeltaTime * -moveSpeed); // untuk membuat hexagon mengerucut seiring berjalannya waktu
}
private void OnTriggerEnter2D(Collider2D collision)
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
},so i have this player sprite, i want to make this player survive the collider 5 time so it can continue to next level(new scene)
heres the code
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class player : MonoBehaviour
{
public float moveSpeed = 600f;
float movement = 0f;
// Update is called once per frame
void Update()
{
movement = Input.GetAxisRaw("Horizontal");
}
private void FixedUpdate()
{
transform.RotateAround(Vector3.zero, Vector3.forward, movement * Time.fixedDeltaTime * -moveSpeed); // untuk membuat hexagon mengerucut seiring berjalannya waktu
}
private void OnTriggerEnter2D(Collider2D collision)
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
}
MiB775
2
What do you mean by “avoiding 5 colliders”? Do they move towards the player? Let’s assume you can check if the player avoided the collider with function “bool avoided()”. What you do is:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class player : MonoBehaviour
{
int collidersAvoided = 0;
void Update()
{
if(avoided())
collidersAvoided++;
}
private void OnTriggerEnter2D(Collider2D collision)
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
// If you just want to reset the score to zero, use:
// collidersAvoided = 0;
// It's faster than loading an entire scene
}
}
But then, I don’t know what do you mean by “avoiding colliders”, so I don’t know how to check it.
have a script up for your colliders and have OnTriggerEnter function in it that checks if the ball is colliding with the colliders or not. Put a collider on your hole and give a OnTriggerEnter function that checks if the ball goes in, load the next level.