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Case study

AstroWalk

2D platformer in Unity with checkpoints, fall reset, and a win scene.

summary: 2d platformer in Unity with checkpoints and win sceneunitycsharp2d-physicspixel-artplatformerscene-managementcamera-followUnity 2022.3 LTSC#2D PhysicsAnimator

Overview

2D platformer in Unity with checkpoints, fall reset, and a win scene.

Problem

AstroWalk is a 2D pixel-art platformer where the player explores a space-themed level, avoids falling, and reaches a finish trigger to win. The core gameplay loop is movement, jumping, checkpoint respawns, and a final scene transition for completion.

Constraints

Unity 2022.3 LTS with built-in 2D physics and the legacy Input Manager, single-player keyboard-only controls, a Level1 -> EndGame scene flow without in-scene UI, and assets centered on a third-party pixel art pack with prefab/tile assets.

Decisions

  • Implemented a lean PlayerController with physics-based movement, ground checks, and trigger-based checkpoints/finish.
  • Used tag-driven trigger logic (FallDetector, CheckPoint, Finish) to keep level scripting light.
  • Added a camera follow controller with a facing-direction offset for better look-ahead.
  • Separated gameplay across two scenes to simplify win state handling.

Metrics

TechUnity 2022.3 LTS, C#, 2D physics, animation controller
Scope2 playable scenes with a clear start-to-finish loop
Assetspixel-art space pack with tiles, props, and character sprites
Outcomecomplete, shippable demo level with win state
Featuresmovement, jump, checkpoints, fall reset, finish trigger

Architecture

PlayerController

Rigidbody2D (movement)

Physics2D (ground check)

Animator (state)

SceneManager (scene swap)

CameraController

Player transform (tracking)

Camera transform (lerp follow)

Level1 scene

Triggers (CheckPoint, FallDetector, Finish)

Connections

playerrigidbody

playerground

playeranimator

playerscene

cameraplayer-transform

cameracamera-transform

leveltriggers

triggersplayer

Links