We now have a game that someone could play from start to finish, and a Main Menu we can navigate to and from. Some would call this our game's MVP or "Minimum Viable Product". MPV is a fancy-pants way to say "the simplest version of our game we could make."

Most games don’t take you back to the Main Menu when you beat them. They at least give you the option to continue playing (or in our case, to "play again," since we’ll only make one level) or to go back to the menu.

To do this, we’re going to change our end-game logic to bring up an overlay containing some text telling the players that they have won and instructing them how to navigate from there.

To begin, add a Canvas to Play and on that Canvas Game Object, add an Empty Game Object and name it "UIOverlayWin."


Set its Anchor Presets and Rect Transform settings to fill the Canvas, and add a Text Game Object as a child with centered text that says "Congratulations."

To make our text prettier, we’ve made our text white and used the font from before.


Below it, add some text that says something like "Space to Restart" and "Escape to go Back".

We’ve used two labels and set their Anchor Presets to bottom right and bottom left respectively, holding Shift to also set Pivots. The Pivots in x and y are floats between 0 and 1 that represent the position of an object as a percentage of the way along that axis. For an object to be flush with the bottom right corner, it should have a Pivot of (1,0) and a position of (0,0).

If positioning this text is confusing though, don’t sweat it. Thankfully, we’ll be dealing with VR soon enough, and VR UI is different! This still applies if you want to make something like a screen in VR, but we encourage you to think outside the Plane when it comes to UI in a 3D space.

Some positioned text

If we were to run our Play Scene now, we’d see this overlay on top of it, but that’s not what we want.

Overlay always...

We want this object to become visible when the player wins.

Rolling marble, hidden overlay

In Unity, a convenient way to hide or show objects is to set them active or inactive. This will disable rendering code in most cases. You can do this in the Editor by checking or unchecking the little checkbox by the Game Object’s name in the Inspector.

The Set Active button

An active Game Object will update all its active components every frame, but an inactive Game Object won’t update any of its components.

See what happens when you check or uncheck the UIOverlayWin’s active checkbox. ? Uncheck and Check

To do this in code, we can use the function foo.SetActive(true) or foo.SetActive(false), where foo is a GameObject.

Recall that to get a reference of a GameObject in another, you can declare a public member variable GameObject and then drag the other object into that field in the Inspector.

Try replacing your current win implementation with one that makes this menu pop up.

image alt text

We did this by modifying the code in Goal to look like this:

using UnityEngine;
using System.Collections;
//using UnityEngine.SceneManagement;

public class Goal : MonoBehaviour {

  public GameObject overlayWin;

  void OnTriggerEnter(Collider col) {
    if (col.CompareTag("Player")) {

This code required us to drag the UIOverlayWin GameObject into the Overlay Win field of Goal that we created with our public member variable overlayWin.

We also unchecked UIOverlayWin so that it starts out the game inactive.

We’ve commented out the SceneManagment code that we used before, because we’re no longer using it, but we may still want to refer back to it.]

Back to the Menu

Our new implementation doesn’t yet provide controls to allow the player to restart the game or go back to the main menu, so let’s add that.

Remember that an inactive Game Object doesn’t run any of its components' Update methods, but an active one does. With that knowledge, we know we can put the logic to restart our scene onto our UIOverlayWin Game Object, because it won’t run the code until it’s active.

Create a component on UIOverlayWin that restarts the Scene when the player presses space and that goes back when the player presses escape. As a hint, Input.GetKeyDown(KeyCode.Escape) returns true when the player presses escape.

Also, if you’re stuck on how to restart the level, what do you think would happen if you load the scene you’re currently running?


We wrote a component named UIOverlayWin, added it to the UIOverlayWin Game Object, and gave it the following code:

using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement;

public class UIOverlayWin : MonoBehaviour {

  private bool isLoading;

  // Use this for initialization
  void Start () {


  // Update is called once per frame
  void Update () {

    if (isLoading) {return;}

    if (Input.GetKeyDown(KeyCode.Space)) {
      isLoading = true;
    else if (Input.GetKeyDown(KeyCode.Escape)) {
      isLoading = true;

If you noticed the variable isLoading, this serves as a flag to prevent us from calling any loading method more than once in this scene. We’ve used the fact that C# initializes its bools to false to know that it will be false until we set it to be true.

You may have also noticed that we get the name of the Play scene by saying SceneManager.GetActiveScene().name rather than Play. While Play would be shorter, we’ve chosen this implementation because it makes our code rely less on the specific name of the Scene. Doing this is good because it means that if we ever change the scene’s name, our code should still work. Main, however relies on the name being exactly this.


If you have feedback on this tutorial or find any mistakes, please open issues on the GitHub Repository or comment below.

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