
Start Unity, name and locate your project, then use play maker to create objects in the start settings workflow.
Open the Playmaker installation, click install Playmaker when prompted, then click import in the big window to complete setup.
Click on file build settings, then on iOS, switch the platform, and convert all assets for iOS.
Adjust a few small settings in the game tab, use gizmos to adjust the camera, and slide the game view to the left.
Explore how to find and download a playmaker addon by searching for 'playmaker addon' in a search engine, opening the ecosystem browser, and selecting an ecosystem browser package.
Import the ecosystem or custom package from your downloads, then click import to install the addon, making a backup first.
Create folders to organize assets in your Unity project for a pinball 2D game: one for pictures, one for sounds, and one for prefabs.
Import pictures into Unity by dragging and dropping them into the project, setting up art assets for your pinball 2D game.
Import sound files using the same steps used to import pictures, ensuring audio assets are correctly added to the project.
Drag and drop the background, create a new layer named table, place the top image, and adjust the camera size from 5 to 5.1.
Create folders and an empty game object named table elements to organize assets. Select the background and ball, then group them under this object; repeat for the table pictures.
Change pivot point of pedals using the Spryte editor, move the blue circle, apply changes, and repeat for peddlar right and the door element to ensure proper rotation.
Set up 2D colliders in your pinball game by adding polygon collider 2D and box collider components to table elements, enabling ball and target collisions.
Set up 2d ball physics by adding a rigidbody2d and colliders, enable continuous collision detection, and create a ball material with friction and bounce 0.3, plus a bottom boundary collider.
Set up a Playmaker FSM on the ball, handling collisions with the action browser, sending events, and subtracting lives via a global variable; use a prefab to instantiate the ball.
Set up a start button, open a door via an FSM, rotate the door by 30 degrees, and add random rotation between -20 and 20 to diversify ball interactions.
Create and shoot a new ball with a playmaker FSM in a Unity 2D pinball game. Spawn from a prefab, set x and y, and trigger the shoot with sound.
Build a two-paddle pinball setup in Unity using Playmaker: drive paddles with mouse X, implement FSM transitions, and set rotations to minus 2500 and plus 2500 with sound.
Learn to set up random moving targets in a Unity pinball game using Playmaker, duplicating targets, and configuring random timing between 1 and 60 seconds.
Install TextMesh Pro in Unity by downloading the package, importing it, and waiting a few seconds.
Create and position on-screen text for the balls count, choose a color, duplicate the object, and use a canvas scaler to support different resolutions.
Set start numbers variables and a global bar count in a Unity pinball game using Playmaker; add an FSM to initialize five balls and set points to zero.
Create end game objects for play balls and display points, connected via an fsm search and action browser. Use a string variable for ball count to update the text display.
Import particles in Unity by using a free particle asset, then search for 100+ effects in the window and click to import.
Create a target points system in Unity using Playmaker: set collision events to award points, play sounds, update the points variable, and manage state transitions with wait and destroy actions.
Copy Playmaker code to other targets by adding a new FSM and replacing states, enabling different collision sounds and points for orange rings, green and orange circles.
Create a menu with a play button in Unity using Playmaker, linking clicks to sound, shake, and lever events that transition to the level scene.
Design a sign and sign button that appear when no balls remain, as children of the no balls left object, with the sign flying in from above and retry actions.
Select the odd numbered balls, switch to no balls left state when no balls remain, and handle retry to restart the game or cancel to return to the menu.
Wrap up the tutorial and reflect on what you learned, signaling the end of the guide.