Step-by-Step Guide on How to Implement Device Button Interaction and Dragging Objects Off-Screen in Unity
Step-by-Step Guide on How to Implement Device Button Interaction and Dragging Objects Off-Screen in Unity
Looking to create even more unconventional puzzles in your Unity game, like those found in "Brain Test"? This guide will show you how to implement device volume button detection in Unity and how to drag objects completely off-screen step by step. These advanced mechanics provide unique player interaction methods.
Estimated Time: 45-75 minutes
Difficulty: Advanced Intermediate
Prerequisites: Your existing "Tricky Logic Puzzle" project, including the GameManager and InteractableObject scripts from previous steps.
Let's expand your puzzle repertoire!
Step 1: Implement Device Volume Button Detection
The first step by step we'll cover is detecting when a player presses their device's volume buttons. This is a classic "Brain Test" interaction.
Step-by-Step: Modify
Open GameManager.cs in your code editor.
Add variables for buttonPressSound and a isVolumeButtonPuzzleActive flag.
Implement a within the Update() loop to monitor button inputs.
Add a new to process the button press event.
Replace the entire content of your GameManager.cs script with the updated code provided below.
Key Changes in
: A new AudioClip for playing a sound when a device button is pressed.
: A new flag to control when the volume button detection is active.
Method: Now calls CheckForVolumeButtonPress() when isVolumeButtonPuzzleActive is true.
: Detects KeyCode.VolumeUp or KeyCode.VolumeDown.
: A new public method to manage the outcome of a successful volume button press.
: Updated to reset isVolumeButtonPuzzleActive and set it if the new puzzle requires it.
: A new public method added in anticipation of Phase 2.
codeC#
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;
[SerializeField] private Camera uiCamera;
[Header("Audio References")]
[SerializeField] private AudioSource audioSource;
[SerializeField] private AudioClip correctSound;
[SerializeField] private AudioClip incorrectSound;
[SerializeField] private AudioClip tapSound;
[SerializeField] private AudioClip shakeSound;
[SerializeField] private AudioClip buttonPressSound; // NEW: For device button interaction
[Header("Game Settings")]
[SerializeField] private float feedbackDisplayDuration = 2f;
[Header("Device Input Settings")]
[SerializeField] private float shakeDetectionThreshold = 2.0f;
[SerializeField] private float shakeDetectionTime = 0.5f;
private float shakeTimer;
private bool isShakingPuzzleActive = false;
private bool isTiltingPuzzleActive = false;
private bool isVolumeButtonPuzzleActive = false; // NEW: Flag for volume button puzzles
[Header("Puzzle Configuration")]
[SerializeField] private PuzzleData[] allPuzzles;
private int currentPuzzleIndex = 0;
// For Multi-Stage Puzzles
private int currentCorrectInteractions = 0;
private int currentSequenceStep = 0;
public bool IsDragging { get; set; } = false;
private void Awake()
{
if (Instance != null && Instance != this) { Destroy(gameObject); return; }
Instance = this;
InitializeUI();
LoadPuzzle(currentPuzzleIndex);
}
private void InitializeUI()
{
feedbackText?.gameObject.SetActive(false);
if (feedbackText == null) Debug.LogError("Feedback Text is not assigned!");
if (questionText == null) Debug.LogError("Question Text is not assigned!");
hintPanel?.SetActive(false);
if (hintText == null) Debug.LogError("Hint Text is not assigned!");
if (audioSource == null) { audioSource = GetComponent<AudioSource>(); if (audioSource == null) { Debug.LogError("AudioSource not found!"); } }
if (uiCamera == null) { uiCamera = Camera.main; if (uiCamera == null) { Debug.LogError("UI Camera is not assigned! Ensure your Main Camera is tagged 'MainCamera' or assigned here."); } }
Input.gyro.enabled = true;
Input.backButtonLeavesApp = true;
}
private void Update()
{
if (!feedbackText.gameObject.activeSelf)
{
if (isShakingPuzzleActive) { CheckForShake(); }
if (isVolumeButtonPuzzleActive) { CheckForVolumeButtonPress(); } // NEW
}
if (Input.GetKeyDown(KeyCode.Escape)) { Application.Quit(); }
}
private void CheckForShake()
{
float accelerationMagnitude = Input.acceleration.sqrMagnitude;
if (accelerationMagnitude > shakeDetectionThreshold * shakeDetectionThreshold)
{
shakeTimer += Time.deltaTime;
if (shakeTimer >= shakeDetectionTime)
{
Debug.Log("Device shaken!");
HandleShakeInteraction(true);
shakeTimer = 0f;
}
}
else { shakeTimer = 0f; }
}
private void CheckForVolumeButtonPress() // NEW
{
// KeyCode.VolumeUp and KeyCode.VolumeDown are typically mapped to these physical buttons on Android.
// On iOS, these are usually not detectable by Unity.
if (Input.GetKeyDown(KeyCode.VolumeUp) || Input.GetKeyDown(KeyCode.VolumeDown))
{
Debug.Log("Volume button pressed!");
HandleVolumeButtonInteraction(true);
// We typically only want it to register once per puzzle, so turn off the flag
isVolumeButtonPuzzleActive = false;
}
}
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:
isCorrect = currentPuzzle.interactableObjects.Contains(tappedObject) && !currentPuzzle.isMultiStagePuzzle;
break;
case InteractableObjectType.Tap_SequencePart:
if (currentPuzzle.isMultiStagePuzzle && currentPuzzle.sequenceCorrectOrder.Length > currentSequenceStep &&
tappedObject == currentPuzzle.sequenceCorrectOrder[currentSequenceStep])
{ isCorrect = true; tappedObject.SetHighlightColor(Color.green); currentSequenceStep++; }
else { isCorrect = false; }
break;
case InteractableObjectType.Tap_FakeWrong:
isCorrect = false;
break;
default: // Tapping other types is generally incorrect
isCorrect = false;
break;
}
ProcessInteractionResult(isCorrect, tappedObject);
}
public void HandleDragDropInteraction(InteractableObject draggedObject, InteractableObject targetObject, bool isCorrectDrop)
{
if (feedbackText.gameObject.activeSelf) return;
PlaySound(tapSound); HideHint();
bool isCorrect = isCorrectDrop && draggedObject.GetInteractionType() == InteractableObjectType.Drag_ToTarget;
ProcessInteractionResult(isCorrect, draggedObject);
}
public void HandleSwipeInteraction(InteractableObject swipedObject, bool isCorrectSwipe)
{
if (feedbackText.gameObject.activeSelf) return;
PlaySound(tapSound); HideHint();
bool isCorrect = isCorrectSwipe && swipedObject.GetInteractionType() == InteractableObjectType.Swipe_OffScreen;
ProcessInteractionResult(isCorrect, swipedObject);
}
public void HandleShakeInteraction(bool isCorrectShake)
{
if (feedbackText.gameObject.activeSelf) return;
PlaySound(shakeSound); HideHint();
ProcessInteractionResult(isCorrectShake, null);
}
public void HandleTiltInteraction(bool isCorrectTilt)
{
if (feedbackText.gameObject.activeSelf) return;
PlaySound(correctSound); HideHint();
ProcessInteractionResult(isCorrectTilt, null);
}
// NEW: Handle Volume Button Interaction
public void HandleVolumeButtonInteraction(bool isCorrectButtonPress)
{
if (feedbackText.gameObject.activeSelf) return;
PlaySound(buttonPressSound); // Use a specific sound for button press
HideHint();
ProcessInteractionResult(isCorrectButtonPress, null);
}
// NEW: Handle Drag Off Screen Interaction
public void HandleDragOffScreenInteraction(InteractableObject draggedObject, bool isCorrectDragOff)
{
if (feedbackText.gameObject.activeSelf) return;
PlaySound(tapSound); // Could be a unique sound for dragging off
HideHint();
bool isCorrect = isCorrectDragOff && draggedObject.GetInteractionType() == InteractableObjectType.Drag_OffScreen;
ProcessInteractionResult(isCorrect, draggedObject);
}
private void ProcessInteractionResult(bool isCorrect, InteractableObject interactedObject = null)
{
if (isCorrect)
{
PlaySound(correctSound);
ShowFeedback("CORRECT!", Color.green);
currentCorrectInteractions++;
if (currentCorrectInteractions >= allPuzzles[currentPuzzleIndex].totalCorrectInteractionsNeeded)
{ StartCoroutine(HideFeedbackAfterDelay(true)); }
else { StartCoroutine(HideFeedbackAfterDelay(false)); }
}
else
{
PlaySound(incorrectSound);
ShowFeedback("TRY AGAIN!", Color.red);
interactedObject?.SetHighlightColor(Color.red, true);
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); }
}
ResetAllInteractables();
}
private IEnumerator ResetPuzzleAfterDelay()
{
yield return new WaitForSeconds(feedbackDisplayDuration);
if (feedbackText != null) { feedbackText.gameObject.SetActive(false); }
ResetAllInteractables();
}
private void ResetAllInteractables()
{
if (allSceneInteractableObjects != null)
{ foreach (InteractableObject obj in allSceneInteractableObjects) { if (obj != null) { obj.ResetVisuals(); } } }
currentCorrectInteractions = 0;
currentSequenceStep = 0;
IsDragging = false;
}
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];
currentCorrectInteractions = 0;
currentSequenceStep = 0;
IsDragging = false;
isShakingPuzzleActive = false;
isTiltingPuzzleActive = false;
isVolumeButtonPuzzleActive = false; // Reset volume button flag
// Set flags based on puzzle interactable types
foreach (InteractableObject obj in puzzleToLoad.interactableObjects)
{
if (obj.GetInteractionType() == InteractableObjectType.Shake_Device) { isShakingPuzzleActive = true; }
if (obj.GetInteractionType() == InteractableObjectType.Move_WithDeviceTilt) { isTiltingPuzzleActive = true; }
if (obj.GetInteractionType() == InteractableObjectType.Press_VolumeButton) { isVolumeButtonPuzzleActive = true; } // NEW
}
foreach (InteractableObject obj in allSceneInteractableObjects) { if (obj != null) { obj.gameObject.SetActive(false); } }
if (questionText != null) { questionText.text = puzzleToLoad.question; }
foreach (InteractableObject obj in puzzleToLoad.interactableObjects) { if (obj != null) { obj.gameObject.SetActive(true); obj.ResetVisuals(); } }
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); } }
public Camera GetUICamera() { return uiCamera; }
}
Save the GameManager.cs script.
Step-by-Step: Add Button Press Sound in Unity Editor
In your _Audio folder in the Project panel, drag a "click" or "thump" sound effect for a button press.
Select _GameManager in the Hierarchy.
In the Inspector, locate the GameManager (Script) component.
Drag your new audio clip into the Button Press Sound slot.
Step 2: Implement Dragging Objects Completely Off-Screen
This mechanic allows players to solve a puzzle by dragging an object entirely outside the visible screen boundaries. It differs from a "swipe" as it's not a directional animation but a persistent physical removal.
Step-by-Step: Modify
Open InteractableObject.cs in your code editor.
Add (if not already added in previous steps) and InteractableObjectType.Drag_OffScreen to the enum.
Add , including screenPadding, which defines how far off-screen the object must go.
Modify the to include the new interaction types.
Add new logic within to detect if an object with InteractableObjectType.Drag_OffScreen has moved completely outside the screen bounds.
Update to ensure the object is reactivated on reset.
Replace the entire content of your InteractableObject.cs script with the updated code below.
Key Changes in
and New enum values.
Header: New serialized field (screenPadding) to define the "off-screen" threshold.
: Updated to ignore Press_VolumeButton interactions.
and Updated to include Drag_OffScreen.
: Now contains new else if logic for Drag_OffScreen to check if the object's corners are all outside the viewport (with padding). If true, it calls GameManager.Instance.HandleDragOffScreenInteraction() and deactivates the object.
: Ensures the gameObject is active again on reset, in case it was hidden by Drag_OffScreen.
codeC#
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using DG.Tweening;
public enum InteractableObjectType
{
Tap_SingleCorrect,
Drag_ToTarget,
Tap_SequencePart,
Tap_FakeWrong,
Swipe_OffScreen,
Shake_Device,
Move_WithDeviceTilt,
Press_VolumeButton, // NEW: Puzzle solved by pressing device volume button
Drag_OffScreen, // NEW: Object needs to be dragged completely off the visible screen
NonInteractable
}
public class InteractableObject : MonoBehaviour, IPointerClickHandler, IBeginDragHandler, IDragHandler, IEndDragHandler
{
[Header("Interaction Settings")]
[SerializeField] private InteractableObjectType interactionType = InteractableObjectType.Tap_SingleCorrect;
[SerializeField] private InteractableObject correctDropTarget;
[Header("Sequence Specifics (for Tap_SequencePart)")]
public int sequenceOrder = -1;
[Header("Swipe Specifics (for Swipe_OffScreen)")]
[SerializeField] private float swipeThreshold = 300f;
[SerializeField] private float swipeDuration = 0.3f;
[SerializeField] private Vector2 swipeDirection = new Vector2(1, 0);
public GameObject objectToRevealOnSwipe;
[Header("Tilt Specifics (for Move_WithDeviceTilt)")]
[SerializeField] private float tiltSpeed = 100f;
[SerializeField] private RectTransform moveBounds;
[SerializeField] private bool hasReachedTargetArea = false;
[Header("Drag Off-Screen Specifics")] // NEW
[SerializeField] private float screenPadding = 50f; // How far off screen it needs to go
[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 Vector3 dragStartPos;
private void Awake()
{
imageComponent = GetComponent<Image>();
if (imageComponent != null) { initialColor = imageComponent.color; }
rectTransform = GetComponent<RectTransform>();
initialPosition = rectTransform.position;
initialRotation = rectTransform.localRotation;
}
private void Update()
{
if (interactionType == InteractableObjectType.Move_WithDeviceTilt && gameObject.activeSelf)
{
MoveWithTilt();
}
}
private void MoveWithTilt()
{
Vector3 acceleration = Input.acceleration;
float moveX = acceleration.x * tiltSpeed * Time.deltaTime;
float moveY = acceleration.y * tiltSpeed * Time.deltaTime;
Vector3 newPosition = rectTransform.position + new Vector3(moveX, moveY, 0);
if (moveBounds != null)
{
Vector2 localPoint;
RectTransformUtility.ScreenPointToLocalPointInRectangle(
moveBounds, newPosition, GameManager.Instance.GetUICamera(), out localPoint
);
localPoint.x = Mathf.Clamp(localPoint.x, moveBounds.rect.xMin, moveBounds.rect.xMax);
localPoint.y = Mathf.Clamp(localPoint.y, moveBounds.rect.yMin, moveBounds.rect.yMax);
newPosition = RectTransformUtility.LocalPointToScreenPoint(GameManager.Instance.GetUICamera(), localPoint, moveBounds);
}
rectTransform.position = newPosition;
}
public void OnPointerClick(PointerEventData eventData)
{
if (interactionType == InteractableObjectType.NonInteractable ||
interactionType == InteractableObjectType.Shake_Device ||
interactionType == InteractableObjectType.Press_VolumeButton || // NEW
interactionType == InteractableObjectType.Move_WithDeviceTilt ||
interactionType == InteractableObjectType.Drag_OffScreen) return; // Also ignore click on Drag_OffScreen
if (GameManager.Instance.IsDragging) return;
Debug.Log(gameObject.name + " was tapped!");
GameManager.Instance.HandleTapInteraction(this);
}
public void OnBeginDrag(PointerEventData eventData)
{
if (interactionType != InteractableObjectType.Drag_ToTarget &&
interactionType != InteractableObjectType.Swipe_OffScreen &&
interactionType != InteractableObjectType.Drag_OffScreen) return; // NEW: Added Drag_OffScreen
Debug.Log(gameObject.name + " began dragging.");
transform.SetAsLastSibling();
GameManager.Instance.IsDragging = true;
dragStartPos = rectTransform.position;
}
public void OnDrag(PointerEventData eventData)
{
if (interactionType != InteractableObjectType.Drag_ToTarget &&
interactionType != InteractableObjectType.Swipe_OffScreen &&
interactionType != InteractableObjectType.Drag_OffScreen) return;
rectTransform.position += (Vector3)eventData.delta;
}
public void OnEndDrag(PointerEventData eventData)
{
if (interactionType != InteractableObjectType.Drag_ToTarget &&
interactionType != InteractableObjectType.Swipe_OffScreen &&
interactionType != InteractableObjectType.Drag_OffScreen) return;
Debug.Log(gameObject.name + " ended dragging.");
imageComponent.color = initialColor;
GameManager.Instance.IsDragging = false;
bool isCorrectInteraction = false;
if (interactionType == InteractableObjectType.Drag_ToTarget)
{
if (correctDropTarget != null)
{
GameObject droppedOnObject = eventData.pointerEnter;
if (droppedOnObject != null)
{
InteractableObject targetInteractable = droppedOnObject.GetComponent<InteractableObject>();
if (targetInteractable == correctDropTarget) { isCorrectInteraction = true; }
}
}
GameManager.Instance.HandleDragDropInteraction(this, correctDropTarget, isCorrectInteraction);
if (!isCorrectInteraction) { ResetVisuals(); } // Only reset if incorrect
}
else if (interactionType == InteractableObjectType.Swipe_OffScreen)
{
Vector3 dragDistance = rectTransform.position - dragStartPos;
Vector3 projectedDistance = Vector3.Project(dragDistance, swipeDirection.normalized);
if (projectedDistance.magnitude >= swipeThreshold && Vector3.Dot(dragDistance.normalized, swipeDirection.normalized) > 0.5f)
{
isCorrectInteraction = true;
rectTransform.DOMove(rectTransform.position + (Vector3)swipeDirection.normalized * 1000f, swipeDuration)
.SetEase(Ease.OutQuad)
.OnComplete(() =>
{
gameObject.SetActive(false);
if (objectToRevealOnSwipe != null) { objectToRevealOnSwipe.SetActive(true); }
});
}
else { isCorrectInteraction = false; }
GameManager.Instance.HandleSwipeInteraction(this, isCorrectInteraction);
if (!isCorrectInteraction) { ResetVisuals(); }
}
else if (interactionType == InteractableObjectType.Drag_OffScreen) // NEW: Drag Off Screen Logic
{
// Check if the RectTransform is completely outside the screen bounds
// Use the UI camera to get viewport coordinates
Vector3[] corners = new Vector3[4];
rectTransform.GetWorldCorners(corners);
bool completelyOffScreen = true;
foreach (Vector3 corner in corners)
{
Vector3 viewportPoint = GameManager.Instance.GetUICamera().WorldToViewportPoint(corner);
// Check if *any* part is still on screen (with padding)
// Viewport x, y are normalized (0 to 1). Add padding in normalized units.
float normalizedPaddingX = screenPadding / Screen.width;
float normalizedPaddingY = screenPadding / Screen.height;
if (viewportPoint.x > -normalizedPaddingX && viewportPoint.x < 1f + normalizedPaddingX &&
viewportPoint.y > -normalizedPaddingY && viewportPoint.y < 1f + normalizedPaddingY)
{
completelyOffScreen = false;
break;
}
}
if (completelyOffScreen)
{
isCorrectInteraction = true;
gameObject.SetActive(false); // Hide the object instantly
}
else
{
isCorrectInteraction = false;
}
GameManager.Instance.HandleDragOffScreenInteraction(this, isCorrectInteraction);
if (!isCorrectInteraction) { ResetVisuals(); } // Snap back if not fully off screen
}
}
public void ResetVisuals()
{
if (imageComponent != null) { imageComponent.color = initialColor; }
if (rectTransform != null)
{
rectTransform.DOKill(true);
rectTransform.position = initialPosition;
rectTransform.localRotation = initialRotation;
}
hasReachedTargetArea = false;
gameObject.SetActive(true); // Ensure object is active on reset, in case it was hidden by Drag_OffScreen
}
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);
}
public InteractableObjectType GetInteractionType() => interactionType;
public int GetSequenceOrder() => sequenceOrder;
public void ReportTiltSuccess()
{
if (interactionType == InteractableObjectType.Move_WithDeviceTilt && !hasReachedTargetArea)
{
hasReachedTargetArea = true;
GameManager.Instance.HandleTiltInteraction(true);
}
}
}
Save the InteractableObject.cs script.
Step 3: Create New Objects and Configure Puzzles in Unity
Now, let's create the visual elements and puzzle data for our new interactions.
A. Step-by-Step: Create Volume Button Puzzle Marker (for Puzzle 8)
This empty GameObject will simply act as a non-visible marker to signal a volume button puzzle.
In the Hierarchy, right-click Canvas.
Select Create Empty. Rename it VolumeButtonMarker.
Add an InteractableObject component to VolumeButtonMarker.
In the Inspector, set its Interaction Type to Press_VolumeButton.
Crucially: Uncheck the checkbox next to VolumeButtonMarker in the Hierarchy to make it initially inactive (hidden).
B. Step-by-Step: Create Drag Off-Screen Object (for Puzzle 9)
This will be a visual UI element that players need to drag away.
In the Hierarchy, right-click Canvas. Select UI > Image. Rename it DragMeOffScreen.
In the Inspector, set its properties:
Rect Transform: Pos X: 0, Pos Y: 0, Width: 200, Height: 200
Image (Script): Color: LightBlue
Add an InteractableObject component.
Interaction Type: Drag_OffScreen
Screen Padding: 100 (This means the object needs to be dragged 100 pixels beyond the actual screen edge to be considered "off-screen." Adjust as desired.)
Crucially: Uncheck the checkbox next to DragMeOffScreen in the Hierarchy to make it initially inactive (hidden).
C. Step-by-Step: Update InteractableObject Settings for Existing Objects (Review)
Take a moment to quickly review and ensure all your existing objects have the correct Interaction Type assigned:
SquareObject, CircleObject: Tap_SingleCorrect
DragMeObject: Drag_ToTarget
DropTargetObject: NonInteractable
Seq1_Square, Seq2_Circle, Seq3_Triangle: Tap_SequencePart
FakeWrongButton: Tap_FakeWrong
TrueButton (from Puzzle 4): Tap_SingleCorrect
SwipeAwayBlock: Swipe_OffScreen
HiddenButton: Tap_SingleCorrect
ShakeMarker: Shake_Device
TiltBall: Move_WithDeviceTilt
TiltAreaBounds: NonInteractable
TargetHole: NonInteractable (its logic is handled by the TiltTargetTrigger script)
D. Step-by-Step: Create New PuzzleData Assets
Define the new puzzles (Puzzle 8 and Puzzle 9).
Puzzle 8: Press Volume Button
In your _Scripts folder, right-click **Create > TrickyLogicPuzzle > Puzzle Data`.
Name it Puzzle8_VolumeButton.
In the Inspector, configure Puzzle8_VolumeButton:
Puzzle Name: Turn it Up (or Down)
Question: Find the hidden button!
Hint: It's on your device.
Is Multi Stage Puzzle: UNCHECKED
Total Correct Interactions Needed: 1
Interactable Objects: Set Size to 1. Drag VolumeButtonMarker into Element 0.
Puzzle 9: Drag Off Screen
In your _Scripts folder, right-click **Create > TrickyLogicPuzzle > Puzzle Data`.
Name it Puzzle9_DragOffScreen.
In the Inspector, configure Puzzle9_DragOffScreen:
Puzzle Name: Make it Disappear
Question: Remove the blue block!
Hint: It doesn't want to be seen.
Is Multi Stage Puzzle: UNCHECKED
Total Correct Interactions Needed: 1
Interactable Objects: Set Size to 1. Drag DragMeOffScreen into Element 0.
E. Step-by-Step: Update _GameManager's All Scene Interactable Objects
The _GameManager needs to know about your new objects.
Select the _GameManager GameObject in the Hierarchy.
In the Inspector, under the GameManager (Script) component:
All Scene Interactable Objects:
Set Size to 16 (add VolumeButtonMarker and DragMeOffScreen to your existing 14).
Drag ALL 16 GameObjects from the Hierarchy into their respective slots.
F. Step-by-Step: Update GameManager's All Puzzles Array
The _GameManager needs to know about your new puzzles.
Select the _GameManager GameObject in the Hierarchy.
In the Inspector, under the GameManager (Script) component:
All Puzzles Array:
Set Size to 9.
Drag your new Puzzle8_VolumeButton into Element 7.
Drag your new Puzzle9_DragOffScreen into Element 8.
Save Your Scene: File > Save (or Ctrl+S / Cmd+S).
Step 4: Test the New Puzzles!
It's time to test your new device button and drag-off-screen puzzles!
Run the Game: Click the Play button in Unity.
Play through Puzzles 1-7 to reach Puzzle 8.
Puzzle 8 (Press Volume Button):
Question: "Find the hidden button!"
How to test device button presses step by step:
On your physical Android device (or using Unity Remote): Press either the Volume Up or Volume Down button.
You should hear the assigned button press sound, then "CORRECT!" feedback, and the puzzle advances.
(Note:
Puzzle 9 (Drag Off Screen):
Question: "Remove the blue block!"
You should see the LightBlue DragMeOffScreen block.
How to drag objects completely off-screen step by step:
Drag this block completely out of the visible screen area in any direction.
Drag it far enough until it's entirely outside, including the screenPadding you set (e.g., if padding is 100, it needs to be 100 pixels beyond the edge).
It should instantly disappear, then "CORRECT!" appears, and the game completes.
Debugging Tip for Drag_OffScreen:
If the object isn't disappearing, try these step-by-step troubleshooting methods:
Reduce the screenPadding value on DragMeOffScreen to make it easier to trigger.
Temporarily make your DragMeOffScreen object smaller.
Ensure your Main Camera is correctly assigned to the uiCamera slot in the GameManager and has the MainCamera tag.
This batch of additions significantly expands the creativity possible in your puzzles, leveraging device-specific interactions and screen boundary mechanics. Let me know how these go, especially the volume button puzzle on a device! You're making great progress towards a truly "Brain Test"-style game!
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