In Yop2D, each level is a scene. When the player reaches the end of the level, they touch an invisible finish zone, and the game moves on to the next scene.
You need:
- a first level that works, with a character named player that can move;
- a second level (we create it in step 1).
Step 1: one scene per level
- In the left panel, open the Scenes section.
- Rename your current scene Level1, then create a new scene Level2.
- Build level 2: floor, platforms, and again the player character with its buttons.
⚠️ Each scene has its own objects and its own Blueprint. The buttons and character of level 1 do not exist in level 2: you have to add them there, and redo their nodes in level 2's Blueprint.
Step 2: the finish zone
- Go back to Level1.
- Add a Zone object (category Basic Shapes & Visuals) and name it finish.
- Put it at the end of the level, where the player must arrive. A zone is invisible during the game: put a flag or a door in the same place so the player can see it.
Step 3: level 1's Blueprint
- Open the Blueprint of Level1.
- Add the “Collision A/B” event: Object A player, Object B finish.
- Add the “Next scene” node (category Scene & HUD) and link it to the Collision output.
- Save, start the game and go to the zone.
Collision A/BA: player · B: finish
Collision →
Next scene
👉 “Next scene” follows the order of the scene list: Level1, then Level2, then Level3… To go to a specific scene (a “Well done!” screen for example), use “Go to scene” instead and choose the scene as its target.
Keep the score from one level to the next
A Local variable starts again from zero in each scene. For the score to carry on in level 2, create the score variable with the Global scope (Variables section). All levels then use the same one.
👉 In level 2, remember to show the score right from the start: “On Start” → “Modify Text” (scoreText) with
="Score: " + score.If it doesn't work
- Nothing happens in the zone: check the names player and finish in “Collision A/B”, and that the zone is really on the player's path.
- The game doesn't change scene: Level1 must come before Level2 in the scene list. If there is no scene after it, “Next scene” does nothing.
- Level 2 doesn't react: its nodes are in its own Blueprint; open Level2's Blueprint to add them.