Remake Roller Splat with Unity 3D and Playmaker - Creating Your Very First Level
In this Unity and Playmaker tutorial series I'll recreate Roller Splat. PART 3 - Create your very first level with tiles that turn ON when ball rolls over them. Absolutely NOCODE. Also check out How to Make a Bounce Game Series https://bit.ly/39HIYBU. ๐๐ผ To Sign up for email updates on my lates
This guide builds the first level of a Roller Splat-style game: wall channels for the ball to roll through, flat floor tiles, and the core mechanic where rolling over a tile flips its color. Movement is already done; this is about constructing and wiring the playfield.
Plan the level on paper
Before touching Unity, sketch the layout โ mark the ball's start tile, draw the path you want (up, across, down), and count the grid so you know the dimensions. In the example that's 11 deep and 6 wide. A simple drawn plan keeps wall placement from becoming guesswork.
Build the wall prefab
Take a wall cube that already has a Box Collider set as a trigger and tagged wall. Make a wall material in an off-white yellow-orange and apply it. Lower the wall's height using its pivot so the ball stands out in the channels, then drag the wall into a prefabs folder so future edits propagate to every wall at once.
Lay out the level structure
Create an empty named level001 (three digits leaves room for 100+ levels) with child empties for walls and floor. With ProGrids snapping on, duplicate the wall prefab to build the outer perimeter from your sketch, then add inner walls to carve the channel the ball must travel. Keeping walls and floor in separate parents keeps the hierarchy clean.
Build the color-swap floor tile
Make a one-unit cube named floor tile, very flat (height around 0.05). Create two materials: floor off (white) and floor on (red). Set its Box Collider to Is Trigger and edit the collider taller than the flat mesh so the ball can actually trigger it. Add a detect ball FSM using a Raycast pointing up (Y = 1, distance about 0.5) with a hit event tile hit into a Tile Was Hit state that runs Set Material on the owner, swapping floor off for floor on.
Make it a prefab and fill the floor
Drag the floor tile into the prefabs folder, then duplicate it across the level with ProGrids snapping to cover every walkable space. Testing shows the ball flipping each tile red as it rolls over the raycast. The next step (a later tutorial) checks whether all tiles are lit to trigger level complete.





