- Find the Essentials Sample Project and open it.
- Save it as
Essentials VFX and Sound Workshop(or a name you'll remember).
- In the Scene Hierarchy, make
MiniDemos,[TS], and[SnapSaber]visible.- You should now be able to move a cube around to destroy the ghosts.
| Scene Object | Description |
|---|---|
[SnapSaber] |
Parent SceneObject used to group all scene items. Contains no components or scripts. |
[SnapSaberInstantiator1] / [SnapSaberInstantiator2] |
Ghost spawners: all logic lives in the SnapSaberInstantiator script. InstantiatorStartPosition and InstantiatorEndPosition are meshes marking where ghosts spawn and despawn. Try tweaking their transform values! |
[Manipulate Example] |
The draggable blue box used to destroy ghosts. Contains interactability logic, visual effects (white outline), and holds Text + ScoreText (instructions and score counter). |
SnapSaberCollisionHandler |
Handles collision detection between the blue cube and ghost targets. Sends hit data to SnapSaberGlobalManager to update the score. |
SnapSaberGlobalManager |
Central access point for shared features: updating the text component, tracking the score, and more. |
In the Asset Library, import:
Confetti VFXGlitter SFX Pack
These will automatically appear in your Scene Hierarchy. you can uncheck them to hide them.
Open the SnapSaberCollisionHandler.ts script and modify it to the script sent attached in the 'Scripts to Add' folder in this Github project, and save!
Open SnapSaberCollisionHandler in the Inspector and assign:
- The Confetti prefab
- One of the short Glitter SFX clips
And you're done! You should hear a glitter sound effect, and see a confetti visual pop up when you hit the ghosts!




