3D Flappy
- 4 Devlogs
- 7 Total hours
What if the classic game of Flappy Bird, where you keep on clicking to keep Flappy flying was a 3D game? That's what I have made. I have created Flappy Bird, but as a 3D game.
What if the classic game of Flappy Bird, where you keep on clicking to keep Flappy flying was a 3D game? That's what I have made. I have created Flappy Bird, but as a 3D game.
3D Flappy brings the classic arcade challenge into a full 3D space, where you guide your blocky voxel bird through an endless obstacle course of green pipes. Simply press Space to flap your wings, dodge as many barriers as you can, and set a high score. A huge shoutout and massive thanks to One Minute Games for the awesome inspiration behind this project. Watching their content sparked the idea to build this game in Unity, and following along with those mechanics made the whole game development journey so much fun. I could not have brought this pipe dodging game to life without that initial push.
The Floating Bird Mystery
What I was trying to do: Build a space-themed Flappy Bird game in Unity.
The Problem: When I tried to make the bird fall toward the ground, it kept flying upward or disappearing off-screen.
How I fixed it:
Checked my animations to ensure position keys were not overriding movement.
Discovered the player GameObject was marked as Static, preventing Unity’s physics from moving it properly.
Reset the player’s Mass from around 184 down to 1 so gravity wouldn’t shoot it out of view.
Turned off Apply Root Motion on the Animator component.
Input System & Collision Setup
The Problem: A red console error appeared regarding UnityEngine.Input, and the bird was flying straight through obstacles without hitting anything.
How I fixed it:
Fixed the Unity Input setting by allowing Both old and new input handling systems in Project Settings.
Located the Gizmos toggles in Unity 6 to inspect collider wireframes.
Realized my project is set up in 3D, so I needed to convert the bird’s physics components from 2D (Rigidbody 2D, Circle Collider 2D) over to 3D (Rigidbody, Box/Sphere Collider).
Pipe Collisions & Physics Overrides
The Problem: The bird was passing directly through the pipes instead of crashing or triggering a game restart.
How I fixed it:
Identified that my C# script was moving the bird by directly modifying transform.position, which bypassed standard physics collisions.
Set Is Trigger on the Pipe colliders so OnTriggerEnter would register hits.
Added a 3D Rigidbody to the Bird to ensure the physics engine tracks trigger events.
Pipe Spawning & Floor Obstructions
The Problem: When spawning pipes at random Y heights, their colliders were physically catching on the Floor object, blocking them from reaching the bird.
How I fixed it:
Enabled Is Trigger on the Floor’s collider (or isolated layers) so pipes pass cleanly through the ground regardless of spawn height.
Restructured the pipe hierarchy and spawning script to instantiate pipe prefabs cleanly in 3D space at Z = 0.
I decided to make a 3D version of Flappy Bird since I believe that there is more thrill to that than the original one
Just imagine playing the classic game of Flappy Bird, but it is Space. I made a Space version of flappy bird where you can only control stuff with the spacebar.
Here’s the current progress: