Step-by-Step guide on How to Create Multi-Stage Puzzles and "Fake" Interactions in Unity (Tricky Logic Puzzles)


Step-by-Step guide on How to Create Multi-Stage Puzzles and "Fake" Interactions in Unity (Tricky Logic Puzzles)

threeSquare

Creating engaging puzzle games often requires more than simple "tap and solve" mechanics. Modern puzzle games thrive on complexity, hidden clues, and multi-step solutions. In this tutorial, we'll dive deep into enhancing your Unity puzzle game by implementing:

  • Multi-Stage Puzzles: Puzzles that require several correct interactions to be solved.

  • Sequence Puzzles: Players must interact with objects in a specific order.

  • "Fake" Interactables: Objects that appear interactable but are designed to mislead or hide the true solution, adding a layer of challenge.

By the end of this guide, you'll have a robust framework for designing more intricate and challenging puzzles!

Estimated Time: 45-60 minutes
Difficulty: Intermediate
Prerequisites: Basic understanding of Unity, C# scripting, and a pre-existing "Tricky Logic Puzzle" project setup (from previous steps if you're following a series).

Let's get started!

Step 1: Categorize Interactable Objects with New Interaction Types

First, we need to give our InteractableObject script more specific roles beyond just "tappable" or "draggable." We'll introduce an enum to define different interaction behaviors.

Modify 

  1. Open InteractableObject.cs in your code editor (e.g., Visual Studio, VS Code).

  2. Replace its entire content with the updated code below.

This new code introduces InteractableObjectType, which allows us to specify if an object is a simple tap, a draggable item, part of a sequence, a misleading "fake wrong" object, or purely visual. We've also added sequenceOrder for sequence puzzles.

using UnityEngine; using UnityEngine.UI; using UnityEngine.EventSystems; using DG.Tweening; public enum InteractableObjectType // NEW: Define types of interaction { Tap_SingleCorrect, // Correct if tapped once as a standalone answer Drag_ToTarget, // Correct if dragged to a specific target Tap_SequencePart, // Correct only if tapped in a specific order as part of a multi-stage puzzle Tap_FakeWrong, // Appears interactable, but is always 'wrong' when tapped NonInteractable // For objects that are purely visual, not meant to be interacted with directly } public class InteractableObject : MonoBehaviour, IPointerClickHandler, IBeginDragHandler, IDragHandler, IEndDragHandler { [Header("Interaction Settings")] [SerializeField] private InteractableObjectType interactionType = InteractableObjectType.Tap_SingleCorrect; // NEW [SerializeField] private InteractableObject correctDropTarget; // Only relevant for Drag_ToTarget [Header("Sequence Specifics (for Tap_SequencePart)")] // NEW public int sequenceOrder = -1; // -1 if not part of a sequence, 0 for first, 1 for second, etc. [Header("Animation Settings")] [SerializeField] private float wiggleDuration = 0.2f; [SerializeField] private float wiggleStrength = 10f; [SerializeField] private int wiggleVibrato = 10; [SerializeField] private float wiggleElasticity = 1f; // Internal references private Image imageComponent; private Color initialColor; private Vector3 initialPosition; private Quaternion initialRotation; private RectTransform rectTransform; private void Awake() { imageComponent = GetComponent<Image>(); if (imageComponent != null) { initialColor = imageComponent.color; } rectTransform = GetComponent<RectTransform>(); initialPosition = rectTransform.position; initialRotation = rectTransform.localRotation; } public void OnPointerClick(PointerEventData eventData) { if (interactionType == InteractableObjectType.NonInteractable) return; // Cannot tap if non-interactable // Drag objects can also be tapped (e.g., to inspect), but their primary interaction is drag if (interactionType == InteractableObjectType.Drag_ToTarget && GameManager.Instance.IsDragging) return; Debug.Log(gameObject.name + " was tapped!"); if (GameManager.Instance != null) { GameManager.Instance.HandleTapInteraction(this); // Pass 'this' } } public void OnBeginDrag(PointerEventData eventData) { if (interactionType != InteractableObjectType.Drag_ToTarget) return; // Only drag if type is Drag_ToTarget Debug.Log(gameObject.name + " began dragging."); transform.SetAsLastSibling(); GameManager.Instance.IsDragging = true; // NEW: Inform GameManager that a drag is active } public void OnDrag(PointerEventData eventData) { if (interactionType != InteractableObjectType.Drag_ToTarget) return; rectTransform.position += (Vector3)eventData.delta; } public void OnEndDrag(PointerEventData eventData) { if (interactionType != InteractableObjectType.Drag_ToTarget) return; Debug.Log(gameObject.name + " ended dragging."); imageComponent.color = initialColor; GameManager.Instance.IsDragging = false; // NEW: Inform GameManager that drag ended // Check if this object was dropped on its correct target bool isCorrectDrop = false; if (correctDropTarget != null) { GameObject droppedOnObject = eventData.pointerEnter; if (droppedOnObject != null) { InteractableObject targetInteractable = droppedOnObject.GetComponent<InteractableObject>(); if (targetInteractable == correctDropTarget) { isCorrectDrop = true; Debug.Log(gameObject.name + " was dropped on its correct target: " + correctDropTarget.name); } } } GameManager.Instance.HandleDragDropInteraction(this, correctDropTarget, isCorrectDrop); ResetVisuals(); // Snap back (GameManager will decide if it stays snapped or not for correct answer) } // --- Public Methods (called by GameManager) --- public void ResetVisuals() { if (imageComponent != null) { imageComponent.color = initialColor; } if (rectTransform != null) { rectTransform.DOKill(true); rectTransform.position = initialPosition; rectTransform.localRotation = initialRotation; } } public void SetHighlightColor(Color color, bool doWiggle = false) { if (imageComponent != null) { imageComponent.color = color; } if (doWiggle) { Wiggle(); } } private void Wiggle() { rectTransform.DOKill(); rectTransform.DOPunchRotation( new Vector3(0f, 0f, wiggleStrength), wiggleDuration, wiggleVibrato, wiggleElasticity ).SetEase(Ease.OutElastic) .OnComplete(() => rectTransform.localRotation = initialRotation); } // NEW: Public getters for the type and sequence order public InteractableObjectType GetInteractionType() => interactionType; public int GetSequenceOrder() => sequenceOrder; }

  1. Save the InteractableObject.cs script.

Step 2: Update PuzzleData for Multi-Stage and Sequences

Our PuzzleData Scriptable Object needs to be able to define these new complexities: whether a puzzle has multiple stages and, if so, the correct sequence of interactions.

Modify 

  1. Open PuzzleData.cs in your code editor.

  2. Replace its entire content with the updated code below.

We've added isMultiStagePuzzletotalCorrectInteractionsNeeded, and sequenceCorrectOrder to allow you to configure complex puzzles directly from the Inspector.

using UnityEngine; [CreateAssetMenu(fileName = "NewPuzzle", menuName = "TrickyLogicPuzzle/Puzzle Data")] public class PuzzleData : ScriptableObject { public string puzzleName = "Unnamed Puzzle"; [TextArea(3, 5)] public string question = "Solve this puzzle!"; [TextArea(2, 4)] public string hint = "This is a hint for the puzzle."; public InteractableObject[] interactableObjects; // All objects relevant to this puzzle [Header("Multi-Stage / Sequence Puzzle Settings")] // NEW public bool isMultiStagePuzzle = false; // Is this a puzzle that requires multiple correct interactions? public int totalCorrectInteractionsNeeded = 1; // How many correct steps to solve the puzzle [Header("Sequence Specifics (if isMultiStagePuzzle is true)")] // NEW public InteractableObject[] sequenceCorrectOrder; // For Tap_SequencePart, define the order // You can add more complex conditions here later if needed }

  1. Save the PuzzleData.cs script.

Step 3: Update GameManager to Handle New Puzzle Logic

The GameManager is the brain of our puzzle game. It needs significant updates to interpret the new InteractableObjectType and manage the state of multi-stage and sequence puzzles.

Modify 

  1. Open GameManager.cs in your code editor.

  2. Replace its entire content with the updated code below.

Key changes include:

  • currentCorrectInteractions and currentSequenceStep to track puzzle progress.

  • A centralized ProcessInteractionResult method.

  • Updated HandleTapInteraction and HandleDragDropInteraction to use the new InteractableObjectType for decision-making.

  • Logic to reset puzzle progress if an incorrect sequence step is made.

using UnityEngine; using TMPro; using System.Collections; using System.Linq; public class GameManager : MonoBehaviour { public static GameManager Instance { get; private set; } [Header("UI References")] [SerializeField] private TextMeshProUGUI questionText; [SerializeField] private TextMeshProUGUI feedbackText; [SerializeField] private TextMeshProUGUI hintText; [SerializeField] private GameObject hintPanel; [SerializeField] private InteractableObject[] allSceneInteractableObjects; // Array of ALL interactable objects in the scene [Header("Audio References")] [SerializeField] private AudioSource audioSource; [SerializeField] private AudioClip correctSound; [SerializeField] private AudioClip incorrectSound; [SerializeField] private AudioClip tapSound; [Header("Game Settings")] [SerializeField] private float feedbackDisplayDuration = 2f; [Header("Puzzle Configuration")] [SerializeField] private PuzzleData[] allPuzzles; private int currentPuzzleIndex = 0; // NEW: For Multi-Stage Puzzles private int currentCorrectInteractions = 0; private int currentSequenceStep = 0; public bool IsDragging { get; set; } = false; // To prevent taps while dragging private void Awake() { if (Instance != null && Instance != this) { Destroy(gameObject); return; } Instance = this; InitializeUI(); LoadPuzzle(currentPuzzleIndex); } private void InitializeUI() { if (feedbackText != null) { feedbackText.text = ""; feedbackText.gameObject.SetActive(false); } else { Debug.LogError("Feedback Text is not assigned in GameManager!"); } if (questionText == null) { Debug.LogError("Question Text is not assigned in GameManager!"); } if (hintPanel != null) { hintPanel.SetActive(false); } if (hintText == null) { Debug.LogError("Hint Text is not assigned in GameManager!"); } if (audioSource == null) { audioSource = GetComponent<AudioSource>(); if (audioSource == null) { Debug.LogError("AudioSource not found on GameManager! Please add one."); } } } // NEW: Handles all tap interactions based on InteractableObjectType public void HandleTapInteraction(InteractableObject tappedObject) { if (feedbackText.gameObject.activeSelf || IsDragging) return; PlaySound(tapSound); HideHint(); bool isCorrect = false; PuzzleData currentPuzzle = allPuzzles[currentPuzzleIndex]; switch (tappedObject.GetInteractionType()) { case InteractableObjectType.Tap_SingleCorrect: // For simple tap puzzles, this object is correct IF it's one of the puzzle's interactable objects isCorrect = currentPuzzle.interactableObjects.Contains(tappedObject); break; case InteractableObjectType.Tap_SequencePart: // Check if it's the next object in the sequence if (currentPuzzle.sequenceCorrectOrder.Length > currentSequenceStep && tappedObject == currentPuzzle.sequenceCorrectOrder[currentSequenceStep]) { isCorrect = true; tappedObject.SetHighlightColor(Color.green); // Indicate correct step currentSequenceStep++; } else { isCorrect = false; // Incorrect tap in sequence } break; case InteractableObjectType.Tap_FakeWrong: // This object is designed to always be wrong isCorrect = false; break; case InteractableObjectType.Drag_ToTarget: // If a draggable object is tapped, it's usually not the solution unless specified // For now, treat as incorrect tap unless it's a specific 'tap to reveal' mechanic isCorrect = false; break; case InteractableObjectType.NonInteractable: isCorrect = false; // Should have been caught by early return, but for safety break; } ProcessInteractionResult(isCorrect, tappedObject); } // Handles drag & drop interactions (called by InteractableObject) public void HandleDragDropInteraction(InteractableObject draggedObject, InteractableObject targetObject, bool isCorrectDrop) { if (feedbackText.gameObject.activeSelf) return; PlaySound(tapSound); // Placeholder for drag release sound HideHint(); bool isCorrect = isCorrectDrop && draggedObject.GetInteractionType() == InteractableObjectType.Drag_ToTarget; // Additional logic for multi-stage drag-drop if needed ProcessInteractionResult(isCorrect, draggedObject); } // NEW: Centralized method to process interaction results private void ProcessInteractionResult(bool isCorrect, InteractableObject interactedObject = null) { if (isCorrect) { PlaySound(correctSound); ShowFeedback("CORRECT!", Color.green); currentCorrectInteractions++; // Check if the puzzle is fully solved (either single-stage or multi-stage) if (currentCorrectInteractions >= allPuzzles[currentPuzzleIndex].totalCorrectInteractionsNeeded) { StartCoroutine(HideFeedbackAfterDelay(true)); // Puzzle solved, load next } else { // If multi-stage and not yet solved, hide feedback but don't load next puzzle StartCoroutine(HideFeedbackAfterDelay(false)); } } else { PlaySound(incorrectSound); ShowFeedback("TRY AGAIN!", Color.red); interactedObject?.SetHighlightColor(Color.red, true); // Trigger wiggle StartCoroutine(ResetPuzzleAfterDelay()); } } private void ShowFeedback(string message, Color color) { if (feedbackText != null) { feedbackText.gameObject.SetActive(true); feedbackText.text = message; feedbackText.color = color; } } private IEnumerator HideFeedbackAfterDelay(bool loadNext) { yield return new WaitForSeconds(feedbackDisplayDuration); if (feedbackText != null) { feedbackText.gameObject.SetActive(false); } if (loadNext) { currentPuzzleIndex++; if (currentPuzzleIndex < allPuzzles.Length) { LoadPuzzle(currentPuzzleIndex); } else { Debug.Log("All puzzles completed!"); ShowFeedback("Game Completed!", Color.yellow); // Handle game completion, e.g., show credits, go to main menu } } ResetAllInteractables(); // Reset all visuals, including any temporary highlights } private IEnumerator ResetPuzzleAfterDelay() { yield return new WaitForSeconds(feedbackDisplayDuration); if (feedbackText != null) { feedbackText.gameObject.SetActive(false); } ResetAllInteractables(); // Ensure everything resets after incorrect attempt } private void ResetAllInteractables() { // Reset ALL interactable objects in the scene if (allSceneInteractableObjects != null) { foreach (InteractableObject obj in allSceneInteractableObjects) { if (obj != null) { obj.ResetVisuals(); } } } currentCorrectInteractions = 0; // Reset progress for the current puzzle currentSequenceStep = 0; // Reset sequence progress } private void LoadPuzzle(int index) { if (index < 0 || index >= allPuzzles.Length) { Debug.LogError("Attempted to load invalid puzzle index: " + index); return; } PuzzleData puzzleToLoad = allPuzzles[index]; // Reset puzzle progress counters currentCorrectInteractions = 0; currentSequenceStep = 0; IsDragging = false; // 1. Hide ALL interactable objects in the scene foreach (InteractableObject obj in allSceneInteractableObjects) { if (obj != null) obj.gameObject.SetActive(false); } // 2. Set new question text if (questionText != null) { questionText.text = puzzleToLoad.question; } // 3. Activate and configure interactable objects for this puzzle foreach (InteractableObject obj in puzzleToLoad.interactableObjects) { if (obj != null) { obj.gameObject.SetActive(true); obj.ResetVisuals(); } } // 4. Update hint text and hide panel if (hintText != null) { hintText.text = puzzleToLoad.hint; } HideHint(); Debug.Log($"Loaded Puzzle {index + 1}: {puzzleToLoad.question}"); } public void ShowHint() { if (hintPanel != null && allPuzzles != null && allPuzzles.Length > currentPuzzleIndex && allPuzzles[currentPuzzleIndex].hint != "") { hintPanel.SetActive(true); } } public void HideHint() { if (hintPanel != null) { hintPanel.SetActive(false); } } private void PlaySound(AudioClip clip) { if (audioSource != null && clip != null) { audioSource.PlayOneShot(clip); } } }

  1. Save the GameManager.cs script.

Step 4: Create New Objects and Configure Puzzles in Unity

Now that our scripts are updated, let's create the visual elements and configure our new puzzle types directly in the Unity Editor.

A. Create Sequence Objects (for Puzzle 3)

We'll make three shapes that the player needs to tap in a specific order.

  1. In the Hierarchy window, right-click on Canvas.

  2. Select UI > Image. Rename it Seq1_Square.

  3. In the Inspector, set its properties:

    • Rect Transform:

      • Pos X: -300

      • Pos Y: 0

      • Width: 150

      • Height: 150

    • Image (Script):

      • Color: Red (or any distinct color)

  4. Add an InteractableObject component to Seq1_Square.

    • Set Interaction Type to Tap_SequencePart.

    • Set Sequence Order to 0.

Now, duplicate Seq1_Square twice and modify them:

  1. Duplicate Seq1_Square (Ctrl+D or Cmd+D). Rename the duplicate Seq2_Circle.

    • Rect Transform:

      • Pos X: 0

      • Pos Y: 0

    • Image (Script):

      • Color: Blue

      • Source Image: Change this to UI/Skin/Knob to make it a circle (or use your own circle sprite).

    • InteractableObject (Script):

      • Interaction Type: Tap_SequencePart

      • Sequence Order: 1

  2. Duplicate Seq2_Circle. Rename the duplicate Seq3_Triangle.

    • Rect Transform:

      • Pos X: 300

      • Pos Y: 0

    • Image (Script):

      • Color: Green

      • Source Image: If you have a triangle sprite, assign it here. Otherwise, you can use another simple shape and mentally refer to it as a triangle for testing.

    • InteractableObject (Script):

      • Interaction Type: Tap_SequencePart

      • Sequence Order: 2

B. Create a "Fake Wrong" Object (for Puzzle 4)

This object will look interactable but will always yield an incorrect response.

  1. In the Hierarchy, right-click on Canvas.

  2. Select UI > Image. Rename it FakeWrongButton.

  3. In the Inspector, set its properties:

    • Rect Transform:

      • Pos X: 0

      • Pos Y: -400

      • Width: 200

      • Height: 200

    • Image (Script):

      • Color: Gray

  4. Add an InteractableObject component.

    • Interaction Type: Tap_FakeWrong

    • Sequence Order: Leave as -1.

C. Create the TRUE Correct Button (for Puzzle 4)

For our "Fake Interaction" puzzle to have a solution, we need a real button hidden amongst the fake ones (or in a different spot).

  1. Right-click on Canvas. Select UI > Image. Rename it TrueButton.

  2. In the Inspector, set its properties:

    • Rect Transform:

      • Pos X: 0

      • Pos Y: 0 (or another distinct position if you want it visually separate for now)

      • Width: 100

      • Height: 100

    • Image (Script):

      • Color: Yellow

  3. Add an InteractableObject component.

    • Interaction Type: Tap_SingleCorrect

D. Update InteractableObject settings for Existing Objects

Go back to your previously created interactable objects and update their InteractableObject component settings.

  1. Select SquareObject (your initial red square from Puzzle 1).

    • InteractableObject (Script): Set Interaction Type to Tap_SingleCorrect.

  2. Select CircleObject (your initial blue circle from Puzzle 1).

    • InteractableObject (Script): Set Interaction Type to Tap_SingleCorrect.

  3. Select DragMeObject (your initial magenta square from Puzzle 2).

    • InteractableObject (Script): Set Interaction Type to Drag_ToTarget.

  4. Select DropTargetObject (your initial cyan square from Puzzle 2).

    • InteractableObject (Script): Set Interaction Type to NonInteractable. (The target itself isn't interacted with; the dragged object handles the interaction logic.)

E. Create New PuzzleData Assets

Now, let's create the ScriptableObjects for our new puzzles.

Puzzle 3: Sequence Tap

  1. In your _Scripts folder (or wherever you store your PuzzleData assets), right-click.

  2. Select Create > TrickyLogicPuzzle > Puzzle Data.

  3. Name it Puzzle3_TapSequence.

  4. In the Inspector, configure Puzzle3_TapSequence:

    • Puzzle Name: Tap in Order

    • Question: Tap the shapes from left to right!

    • Hint: Start with the red one.

    • Is Multi Stage Puzzle: CHECKED

    • Total Correct Interactions Needed: 3

    • Interactable Objects: Set Size to 3. Drag Seq1_SquareSeq2_Circle, and Seq3_Triangle from the Hierarchy into the element slots.

    • Sequence Correct Order: Set Size to 3. Drag Seq1_Square into Element 0Seq2_Circle into Element 1, and Seq3_Triangle into Element 2.

Puzzle 4: Fake Interaction

  1. Right-click in your _Scripts folder.

  2. Select Create > TrickyLogicPuzzle > Puzzle Data.

  3. Name it Puzzle4_FakeInteraction.

  4. In the Inspector, configure Puzzle4_FakeInteraction:

    • Puzzle Name: Hidden Button

    • Question: Where is the real button?

    • Hint: The gray one is a trick!

    • Is Multi Stage Puzzle: UNCHECKED

    • Total Correct Interactions Needed: 1

    • Interactable Objects: Set Size to 2. Drag FakeWrongButton into Element 0, and TrueButton into Element 1.

F. Hide All New Objects Initially

For proper puzzle loading, our new objects should be inactive by default.

  1. In the Hierarchy, select Seq1_SquareSeq2_CircleSeq3_TriangleFakeWrongButton, and TrueButton.

  2. In the Inspector, uncheck the checkbox next to their names to deactivate them.

G. Update _GameManager References

The _GameManager needs to know about all possible interactable objects in your scene and all PuzzleData assets.

  1. Select the _GameManager GameObject in the Hierarchy.

  2. In the Inspector, under the GameManager (Script) component:

    • All Scene Interactable Objects:

      • Set Size to 9 (assuming you had 4 before: Square, Circle, DragMe, DropTarget, plus the 5 new ones: Seq1, Seq2, Seq3, FakeWrong, TrueButton).

      • Drag ALL these GameObjects from the Hierarchy into their respective slots. This is crucial for the GameManager to correctly hide/show/reset them.

    • All Puzzles Array:

      • Set Size to 4.

      • Drag your new Puzzle3_TapSequence into Element 2.

      • Drag your new Puzzle4_FakeInteraction into Element 3.

  3. Save Your Scene: File > Save (or Ctrl+S / Cmd+S).

Step 5: Test the New Puzzles!

Run your game to see your new multi-stage and fake interaction puzzles in action!

  1. Click the Play button.

    • Puzzle 1 (Tap Odd One Out): Should work as before. Tap the CircleObject (blue circle) if that was your correct answer.

    • Puzzle 2 (Drag & Drop): Should work as before. Drag DragMeObject (magenta square) onto DropTargetObject (cyan square).

    • Puzzle 3 (Tap Sequence):

      • Question: "Tap the shapes from left to right!"

      • Tap Seq1_Square (red): It should turn green (momentarily) and "CORRECT!" appears. The puzzle will not advance yet.

      • Tap Seq3_Triangle (green) next (incorrect order): "TRY AGAIN!" appears, it wiggles, and the sequence progress will reset. You'll need to tap Seq1_Square again.

      • Tap Seq1_Square (red), then Seq2_Circle (blue), then Seq3_Triangle (green). After the third correct tap in sequence, you should get "CORRECT!" and the puzzle advances.

    • Puzzle 4 (Fake Interaction):

      • Question: "Where is the real button?"

      • Tap FakeWrongButton (gray): "TRY AGAIN!" appears, it wiggles, and resets.

      • Tap TrueButton (yellow): "CORRECT!" appears, and the game completes.

Congratulations! You've successfully implemented multi-stage puzzles, sequence-based interactions, and misleading "fake" interactable objects in your Unity puzzle game. These features significantly increase the depth and replayability of your puzzles, challenging players in new and exciting ways.

Next Steps

  • Refine Visuals: Add more polished sprites and animations.

  • More Complex Logic: Experiment with combining drag-and-drop with sequence puzzles, or puzzles requiring specific timings.

  • Sound Design: Implement distinct sounds for correct sequence steps versus final puzzle solves.

  • Error Handling: Consider adding more robust error messages or visual cues for when players fail a sequence.

Happy puzzling!

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