

Player Mechanics
RigidBody
Player mechanics rely on Rigidbody physics, enabling flapping motion with adjustable jump height, while collisions with obstacles, ceilings, or the ground trigger game over.
Upon death, the player's y-axis position is frozen to prevent any movement.
Pillar Obstacles Mechanics
Randomized Obstacles
Five different pillar heights are spawned randomly on the left side, with each pillar set to auto-destruct 30 seconds after spawning, and their movement speed and next spawn time is adjustable to adjust difficulty.

Score Counting
2D Box Collider
Utilized a 2D box collider and set as a trigger to disable physical collision detection. The score increases by one each time a collision between the pillar collider and the player collider is triggered, using different tags to identify the objects involved.
Display Score
Canvas with Text
The score is linked to a text UI for real-time display.

Current Score and Best Score
UI and Animation
Medals are awarded based on player's score and displayed using animation. The highest score is tracked and updated whenever the player breaks their previous record.
Game Start UI
Pre-Game Phase
The main screen shows the bird flapping idly with a scrolling floor, but the world remains static. Tapping the screen starts movement, activates scoring, and spawns pillars.

Game Over and Restart UI
Post-Game Phase
Upon collision with collider, the game display a "Game Over" page with the final score, medal earned, high score comparison, and a restart button.