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Star After Star

Part of the Unity Scripting Basics section of Coddy's Unity journey. Lesson 39 of 67.

challenge icon

Challenge

Medium

Send a new star after every catch and every miss. A star is missed when its y drops below 0. Caught or missed, the star restarts at y = 6 and z = 0, at a random x between -4 and 4. Random.Range(min, max) returns a random float between min and max, so Random.Range(-4f, 4f) picks that x.

Both cases restart the star the same way, so write it once in a method, void ResetStar(), and call it from both. A miss does not score. Keep everything from the earlier steps.

Try it yourself

using UnityEngine;

public class Catcher : MonoBehaviour
{
    [SerializeField] private float speed = 6f;
    [SerializeField] private Transform star;
    [SerializeField] private float fallSpeed = 3f;
    private int score;

    void Update()
    {
        float x = transform.position.x;
        if (Input.GetKey(KeyCode.RightArrow))
        {
            x += speed * Time.deltaTime;
        }
        if (Input.GetKey(KeyCode.LeftArrow))
        {
            x -= speed * Time.deltaTime;
        }
        x = Mathf.Clamp(x, -4f, 4f);
        transform.position = new Vector3(x, transform.position.y, transform.position.z);

        star.position += Vector3.down * fallSpeed * Time.deltaTime;

        if (Vector3.Distance(transform.position, star.position) < 1f)
        {
            score++;
            Debug.Log("Caught! Score: " + score);
            star.position = new Vector3(star.position.x, 6f, star.position.z);
        }
    }
}

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