Unity 3D Playmaker Creating Helix Jump - EASY Turn Platform
In this mini Unity 3D Playmaker tutorial series, we will be taking a look at creating Helix Jump. In this second tutorial of the series, I will show using Lean touch to easy way to turn the platform. (to Join my discord server add a comment and I'll reply with the latest invite code) ► Download P
This Helix Jump episode solves the game's core interaction — spinning the platform stack with a finger drag — without writing a single line of rotation logic. The free Lean Touch asset does all the work through one component, and a few Rigidbody constraints keep the bouncing ball honest while everything spins beneath it.
Step 1 — Install Lean Touch
Search the Unity Asset Store for "lean" and you'll find two versions: Lean Touch and Lean Touch+. The plus version adds many more options, but the free Lean Touch covers everything this game needs. Add it to your assets, then back in Unity open the Package Manager, switch to My Assets, search "lean," and install it.
Step 2 — Add the touch simulator
Add a Lean Touch object to the scene. Its job is to simulate touch events inside the editor so you can test without deploying to a phone. On the Lean Touch game object, add the simulator and use its Twist option, which is tied to the left Control key by default — you can rebind it, but left Ctrl works fine. Hold that key in play mode and pink dots appear standing in for fingers.
Step 3 — One component makes the platform spin
Select the platform prefab and add the Lean Twist Rotate Axis component — part of the free edition. By default X and Z are 0, meaning no rotation on those axes, which is what you want: the platform should only spin around Y, the up-down axis. The Y value controls both speed and direction — a bigger number spins faster per finger slide, and flipping the sign reverses which way the platform turns relative to the drag. The default of -1 feels right, so leave it. That's the entire rotation system.
Step 4 — Constrain the ball
First test: the platform rotates, but the ball goes haywire, wandering off in every direction. Fix it on the ball's Rigidbody under Constraints. Freeze the two horizontal position axes so the ball can't slide sideways or drift toward the camera — it should only ever move up and down on Y as it bounces. Freeze rotation on all three axes too; a sphere spins invisibly and that hidden spin adds unwanted movement. While you're at it, nudge the ball out toward the platform's edge so it isn't hugging the center cylinder, and shrink it to a scale of 0.3 on all three axes.
Step 5 — Apply the prefab and stack the tower
The Lean Twist component was added to an instance, not the prefab itself, so click Overrides then Apply All to push it into the prefab in your Prefabs folder. Each platform is two units tall, so with ProGrids on, duplicating and dropping each copy down snaps them into a perfectly spaced stack. Turn off a few segments on various platforms to create the gaps, hold left Ctrl, drag, and the whole tower spins while the ball works its way down — that's the Helix Jump feel.





