Unity 6 | Enums | Game States | implement game state logic in unity 6
In this episode, we’re taking our Roll-a-Ball game to the next level by implementing game state logic! This crucial step will let us control how the game behaves during different phases, such as navigating the menu, playing the game, or pausing.
We’ll cover:
Setting up a Game State Manager script.
Using enums for cleaner state management.
Managing state transitions with Unity’s Time.timeScale for pausing.
Dynamically toggling menu visibility.
Along the way, we’ll set up buttons for the Main Menu, Pause, and Game Over states, as well as learn how to trigger the Game Over state when the player collides with obstacles.
Even with a few challenges (and a laggy video—sorry, no GPU!), we’ll ensure your game runs smoothly and looks polished.
💬 Got questions? Drop a comment—I’d love to help!
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📺 Previous episode: [ • Pause, Main, and Game Over Menus Stat... ]
📺 Next episode: Coming soon!
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