Quick Start
Start with a tiny working version
Good reward design is not about flooding the player with valuable items. It is about making actions feel meaningfully connected to progress.
Build it in small code pieces
1. 値を用意する
Inspectorで変更できる値と表示先を置きます。
csharp
[SerializeField] private TextMeshProUGUI statusText;
[SerializeField] private float dropRate = 1f;
[SerializeField] private float rarityIndex = 2f;
[SerializeField] private float pityCount = 3f;2. 状態を変える
ボタンを押した時に、1つだけ状態を進めます。
csharp
public void NextStep()
{
step = (step + 1) % 3;
var label = step == 0 ? "敵を倒す" : step == 1 ? "抽選する" : "報酬を見せる";
if (statusText != null)
{
statusText.text = $"{label}\ndropRate={dropRate:0.##}\nrarityIndex={rarityIndex:0.##}\npityCount={pityCount:0.##}";
}3. 画面に表示する
変わった結果を画面に出して確認します。
csharp
if (statusText != null)
{
statusText.text = $"{label}\ndropRate={dropRate:0.##}\nrarityIndex={rarityIndex:0.##}\npityCount={pityCount:0.##}";
}
Debug.Log($"報酬ループとアイテムドロップ: {label}");Complete script
csharp
using UnityEngine;
using TMPro;
public class RewardDropTutorial : MonoBehaviour
{
[SerializeField] private TextMeshProUGUI statusText;
[SerializeField] private float dropRate = 1f;
[SerializeField] private float rarityIndex = 2f;
[SerializeField] private float pityCount = 3f;
private int step;
public void NextStep()
{
step = (step + 1) % 3;
var label = step == 0 ? "敵を倒す" : step == 1 ? "抽選する" : "報酬を見せる";
if (statusText != null)
{
statusText.text = $"{label}\ndropRate={dropRate:0.##}\nrarityIndex={rarityIndex:0.##}\npityCount={pityCount:0.##}";
}
Debug.Log($"報酬ループとアイテムドロップ: {label}");
}
}Inspector
Connect the UI reference in the Inspector, then use the button to confirm each value changes.
Summary
What to take away
A practical guide to coins, loot, chests, and progression rewards that keep players moving without flattening your game.
The page is designed to help you move from reading to a small practical decision. Use the checklist above before jumping into the next related article.
Read next
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