The level ‘maker’ script is designed to build a level dynamically from a layout specified within a script file.
Levels are put together in the script editor, within the ‘level_controller.js’ script. We use an array of strings to store lines of level date like this:
level.Add(“aaaa__O__O__aaaa”);
Each letter represents a prefab that contains a level object, such as a platform or an enemy. When the level is parsed at runtime, it simply reads each line and each character then instantiates and positions the correct prefabs.