Making a Mobile Bounce Game with Unity 3D and Playmaker - Game Over
Beginner Game Design tutorial series creating a simple Bounce type game using Playmaker within Unity 3D. In this video, I will set up a Game Over condition for when the ball hits bottom of screen and set up a Game Over UI. Absolutely NOCODE. Also check out the Make a skateboard game playlist: http
With scoring in place from the last part, this tutorial adds losing: when the ball hits the bottom of the screen, a game over overlay appears, the paddle locks, and the game freezes. That's three separate jobs — build the UI, detect the losing condition, and shut the game down cleanly — each handled with a couple of Playmaker actions.
Build the game over UI
Create a new canvas named UI - Game Over and add a Panel inside it. The panel acts as a full-screen cover — give it a dark purple tint and drop the alpha low enough that it pushes the game elements into the background. Then add a TextMeshPro text object, stretch its box to the full width of the canvas so centering is true, and set it to GAME OVER: bold, centered horizontally and vertically, scaled up large, in a pink that matches the theme. The crucial step: disable the whole canvas in the Inspector. It has to start hidden so the FSM can switch it on only when the game actually ends.
Detect the ball hitting bottom
Under your managers, create an empty game object called Game Over Manager with an FSM named game over. The first state, ball detection, holds a Collision Event action: drag in the wall bottom object and set the collide tag to ball (add the ball tag to the ball if it doesn't have one — detection needs both the specific object and the tag). When those two meet, send a new game over event, click to add the missing transition, and drag it to a new Game Over state.
Shut everything down
The Game Over state does three things. First, Activate Game Object pointed at UI - Game Over with the activate box checked — since the canvas started disabled, this simply re-enables it and the overlay pops up. Second, stop the paddle: lock the Playmaker panel on the game over FSM, then drag the controller's PlayMaker FSM component down into the state and choose Set Property, setting enabled to false. That unticks the controller FSM's checkbox so input stops cold. Third, stop the ball. You could deactivate the ball object, but Scale Time is worth learning instead: game time normally runs at 1, higher is faster, lower is slower, and 0 freezes everything. Add Scale Time set to 0 and the ball halts exactly where it was when the game ended.
Test the loop
Hit play and let the ball drop past the paddle: the overlay appears, the paddle no longer responds, and the ball freezes mid-air. Next tutorial adds a restart button to this UI so the game can reset itself.





