CONDITIONALS: PLATFORMS & COLLECTIBLES

New tiles for platform building and first collectible sprites

Lesson 8 Kenney Asset Guide Year 9 Game Dev Unity 2D
1
New Platform Tiles
Building a proper platformer level with jumps

These tiles let you build floating platforms at different heights so the player has somewhere to jump to. Mix grass, stone, and castle styles for visual variety.

Platform Tile Files

FileLocationPurpose
grassHalf.pngBase pack/Tiles/Thin floating platform (middle)
grassHalfLeft.pngBase pack/Tiles/Thin platform left edge
grassHalfMid.pngBase pack/Tiles/Thin platform middle section
grassHalfRight.pngBase pack/Tiles/Thin platform right edge
stoneMid.pngBase pack/Tiles/Stone platform (visual variety)
stoneLeft.pngBase pack/Tiles/Stone platform left edge
stoneRight.pngBase pack/Tiles/Stone platform right edge
stoneHalf.pngBase pack/Tiles/Thin stone platform
castleMid.pngBase pack/Tiles/Castle platform
castleLeft.pngBase pack/Tiles/Castle platform left
castleRight.pngBase pack/Tiles/Castle platform right

Import Steps

  1. Drag all platform tile PNGs into Assets/Sprites/Tiles/ in your Unity Project window
  2. Place tiles in the Scene to build floating platforms at different heights
  3. Select each platform tile in the Scene → Add ComponentBox Collider 2D
  4. In the Inspector, set Tag to "Ground" for every platform tile
Every platform tile needs a Box Collider 2D so the player can stand on it, and must be tagged "Ground" so the jump detection (isGrounded) works correctly.
2
Hazard Sprites
Dangers that test the player's platforming skill

Hazards give the platformer stakes. Spikes and lava punish missed jumps, while springboards add bounce mechanics.

Hazard Files

FileLocationPurpose
spikes.pngBase pack/Items/Visual danger indicator
springboardUp.pngBase pack/Items/Bounce pad (up position)
springboardDown.pngBase pack/Items/Bounce pad (pressed)
liquidLavaTop.pngBase pack/Tiles/Lava surface
liquidLava.pngBase pack/Tiles/Lava body

Setup Steps

  1. Drag hazard PNGs into Assets/Sprites/Tiles/ (or create an Assets/Sprites/Hazards/ subfolder)
  2. Place spikes on top of platforms where you want danger zones
  3. Select spikes in the Scene → Add ComponentBox Collider 2D
  4. In the Box Collider 2D, tick Is Trigger: ON
  5. Set the Tag to "DeathZone" (or create a custom "Hazard" tag)
Is Trigger must be ON for hazards. A regular collider would block the player like a wall. A trigger lets the player enter it, which fires OnTriggerEnter2D in your script so you can respond (e.g., respawn).
💡 Spikes are visual -- the player sees them and knows to avoid that area. The invisible trigger collider underneath is what actually detects the collision.
3
First Collectibles
Extension challenge -- collecting coins and gems

Collectibles reward exploration and give the player a reason to reach every platform. These become important when we build Prefabs in L10.

Collectible Files

FileLocationPurpose
coinGold.pngBase pack/Items/Standard collectible
gemBlue.pngBase pack/Items/Bonus collectible

Setup Steps

  1. Drag coinGold.png and gemBlue.png into Assets/Sprites/Items/
  2. Place a coin in the Scene above a platform (somewhere the player has to jump to reach)
  3. Select the coin → Add ComponentCircle Collider 2D
  4. In the Circle Collider 2D, tick Is Trigger: ON
  5. Set the Tag to "Coin"
We use a Circle Collider 2D for coins (not Box) because coins are round. The trigger detects when the player overlaps the coin, and your script can then destroy the coin and add to the score.
💡 In L10 (Prefabs), you will turn coins into reusable prefabs so you can scatter dozens across the level without setting each one up individually.
4
Platform Level Layout
How to arrange tiles into a proper platformer level

Here is a sample multi-platform layout showing how tiles, collectibles, and hazards work together. Use this as a starting reference for building your own level.

coinGold ═══════════════ stoneHalf (elevated) coinGold ═══════════════ grassHalf (mid-height) coinGold ═══════════════════════════════════════ main ground (grassMid) spikes spikes ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ DeathZone (invisible, below)
Tag ALL platform tiles as "Ground" so the jump mechanic (isGrounded) works. If you forget, the player can't jump! This includes grassHalf, stoneHalf, castleMid, and every other platform piece.
💡 The DeathZone at the bottom is an invisible trigger collider that spans the entire level width, placed below the lowest visible platform. If the player falls off, they hit this zone and respawn.
5
Tag Cheat Sheet
Quick reference for all tags used so far

Tags are how your C# scripts identify what the player has collided with. Here is every tag you should have set up by the end of Lesson 8.

TagApply ToCreated In
"Ground"All grass tiles, stone tiles, castle tiles, platformsL05 / L08
"DeathZone"Invisible trigger below level, spikesL08
"Coin"coinGold.png, gemBlue.pngL08 extension
Tags are case-sensitive in Unity! "Ground" is not the same as "ground". Make sure the tag in the Inspector matches exactly what your script checks for.
To create a custom tag: select any GameObject → Inspector → Tag dropdown → Add Tag... → click + → type the tag name → Save. Then go back and assign it to your object.