Unity 3D Playmaker Creating Helix Jump - Level Complete
In this mini Unity 3D Playmaker tutorial series, we will be taking a look at creating Helix Jump. In this fifth tutorial of the series, I will show setting up the Level Complete when the ball gets the end of the level and setting up the end layer. (to Join my discord server add a comment and I'll
This Helix Jump episode adds the win condition: a special platform at the bottom of the tower that triggers Level Complete when the ball lands on it. The build reuses almost everything already in place — the platform prefab, the collision-detection FSM, and a pre-made UI — with a tag doing the heavy lifting.
Step 1 — Prepare the level-complete UI
The UI is a canvas with a panel for the blue background and a "Level Complete" text. Turn the whole thing off in the hierarchy — the FSM will activate it at the right moment.
Step 2 — Build the final platform from the existing prefab
Duplicate the platform prefab and, with ProGrids on, drag the copy to the bottom of the level. Then unpack it — Prefab → Unpack Completely — because this one diverges from its siblings. Rename it Level Complete and delete its platform trigger: that trigger existed so the ball could fall through to the next layer, and there's nothing below this one. This is the end of the line.
Step 3 — Tag it and make it look different
Create a new tag named Level Complete and switch every piece of the final platform from the Platform tag to it — the tag is how the FSM will tell this floor apart from all the others. Then swap the material to something distinct (a pink bottom material here) so the player can see the finish line coming as they spiral down. Finally, drag the finished object into the Prefabs folder so every future level gets the same ending platform for free.
Step 4 — Detect the landing
The ball game manager's FSM already listens for collisions — platform hits bounce the ball, fall-throughs advance the camera, and a bad zone triggers game over. Extend the same state: copy one of the existing collision events and paste it (position in the stack doesn't matter; they all listen simultaneously), set its collide tag to Level Complete, and have it send a new level complete event. Add the missing transition to a new state named Level Complete.
Step 5 — Fire the win state
In the Level Complete state, drag the UI object in and use Activate Game Object with activate set to true, then drag in the ball's bounce FSM and disable it with Enable FSM — the ball shouldn't keep bouncing on the victory screen. One easy-to-miss detail remains: the collision listening happens in two states, so copy the same Level Complete collision event into the activate-camera-follow state too and wire its transition. Otherwise the win only registers if the ball happens to be in the first listening state when it lands. Test the run — spiral down, hit the pink platform, and the Level Complete screen pops. Next episode handles what happens after the win.





