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Unity IAP and Billing – Cross Platform Native Plugins: Essential Kit

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Documentation: https://assetstore.essentialkit.voxelbusters.com/

0:00 Welcome to Billing and IAP
0:21 Overview
1:16 Setup
3:35 iOS
5:03 Android
6:27 Usage and Code
16:30 Setup in Unity

In this tutorial lesson on how to use the Cross Platform Native Plugin 2 in Unity, I will show you how to use the Billing service to create in-app purchases. Adding a store and in-app purchase to your project is one of the best ways to monetize your games. This allows the users to purchase actual content in your game versus monetizing your game with ads only.

IG_Billing.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using VoxelBusters.EssentialKit;
using VoxelBusters.CoreLibrary;

public class IG_Billing : MonoBehaviour
{
    [SerializeField] Button OpenStoreButton; //Holds the first button used to enable to Store UI
    [SerializeField] GameObject storePanel; // Holds the Store UI so we can toggle it on and off

    [SerializeField] Button[] purchaseButtons; //An Array of all the puchase buttons in our store so we can enable each one if purduct is available

    // Start is called before the first frame update
    void Start()
    {
        //Check to see if Billing Services in enable in Essental Kit settings if true enable OpenStoreButton and initialize store
        if (BillingServices.IsAvailable())
        {
            OpenStoreButton.interactable = true;
            BillingServices.InitializeStore();
        }
    }

    private void OnEnable()
    {
        // register for events
        BillingServices.OnInitializeStoreComplete += OnInitializeStoreComplete;
        BillingServices.OnTransactionStateChange += OnTransactionStateChange;
        BillingServices.OnRestorePurchasesComplete += OnRestorePurchasesComplete;
    }

    private void OnDisable()
    {
        // unregister from events
        BillingServices.OnInitializeStoreComplete -= OnInitializeStoreComplete;
        BillingServices.OnTransactionStateChange -= OnTransactionStateChange;
        BillingServices.OnRestorePurchasesComplete -= OnRestorePurchasesComplete;
    }

    // Register for the BillingServices.OnInitializeStoreComplete event

    private void OnInitializeStoreComplete(BillingServicesInitializeStoreResult result, Error error)
    {
        if (error == null)
        {
            // update UI
            // show console messages
            var products = result.Products;
            Debug.Log("Store initialized successfully.");
            Debug.Log("Total products fetched: " + products.Length);
            Debug.Log("Below are the available products:");
            for (int iter = 0; iter < products.Length; iter++)
            {
                //Enable each purchase button in the store for each product that is available and not already purchased
                purchaseButtons[iter].interactable = !BillingServices.IsProductPurchased(products[iter]);
                var product = products[iter];
                Debug.Log(string.Format("[{0}]: {1}", iter, product));
            }
        }
        else
        {
            Debug.Log("Store initialization failed with error. Error: " + error);
        }

        var invalidIds = result.InvalidProductIds;
        Debug.Log("Total invalid products: " + invalidIds.Length);
        if (invalidIds.Length > 0)
        {
            Debug.Log("Here are the invalid product ids:");
            for (int iter = 0; iter < invalidIds.Length; iter++)
            {
                Debug.Log(string.Format("[{0}]: {1}", iter, invalidIds[iter]));
            }
        }
    }

    //This function is set to the on click of each purchase button with the static paramenter set to the products index in Essental Kits settings
    public void Purchase(int productIndex)
    {
        if (BillingServices.CanMakePayments())
        {
            BillingServices.BuyProduct(BillingServices.Products[productIndex]);
        }
    }

    private void OnTransactionStateChange(BillingServicesTransactionStateChangeResult result)
    {
        var transactions = result.Transactions;
        for (int iter = 0; iter < transactions.Length; iter++)
        {
            var transaction = transactions[iter];
            switch (transaction.TransactionState)
            {
                case BillingTransactionState.Purchased:
                    //Check for Receipt. if valid send product to RewardPurchase function
                    if (transaction.ReceiptVerificationState == BillingReceiptVerificationState.Success)
                    {
                        RewardPurchase(transaction.Payment.ProductId);
                    }
                    Debug.Log(string.Format("Buy product with id:{0} finished successfully.", transaction.Payment.ProductId));
                    break;

                case BillingTransactionState.Failed:
                    Debug.Log(string.Format("Buy product with id:{0} failed with error. Error: {1}", transaction.Payment.ProductId, transaction.Error));
                    break;
            }
        }
    }

    //This function is set to the on click of the Restore Purchase button.
    public void Restore()
    {
        BillingServices.RestorePurchases();
    }

    private void OnRestorePurchasesComplete(BillingServicesRestorePurchasesResult result, Error error)
    {
        if (error == null)
        {
            var transactions = result.Transactions;
            Debug.Log("Request to restore purchases finished successfully.");
            Debug.Log("Total restored products: " + transactions.Length);
            for (int iter = 0; iter < transactions.Length; iter++)
            {

                var transaction = transactions[iter];
                //Check for Receipt. If valid send product again to the RewardPurchase function
                if (transaction.ReceiptVerificationState == BillingReceiptVerificationState.Success)
                {
                    RewardPurchase(transaction.Payment.ProductId);
                }
                Debug.Log(string.Format("[{0}]: {1}", iter, transaction.Payment.ProductId));
            }
        }
        else
        {
            Debug.Log("Request to restore purchases failed with error. Error: " + error);
        }
    }
    
    //This function is set to the on click of open and close buttons for toggling the Store UI on and off

    public void ToggleStore()
    {
        storePanel.SetActive(!storePanel.activeInHierarchy);
    }

    //This function is used to reward to player with everything they have purcahse.
    void RewardPurchase(string productID)
    {
        //Add switch cases for each product you have in your  products array
        switch(productID)
        {
            case "remove_ads":
                Debug.Log("Reward product and save to cloud");
                IG_CloudSaving.instance.myCloudData.hasRemoveAds = true;
                IG_CloudSaving.instance.SaveCloudData(IG_CloudSaving.instance.cloudDataKey, IG_CloudSaving.instance.myCloudData);
                purchaseButtons[0].interactable = false;
                break;
        }
    }
    
    void PlayAd()
    {
        if (IG_CloudSaving.instance.myCloudData.hasRemoveAds)
            return;
        //Display an ad here!
    }
    
}
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Make StackColors in Unity – Color Wall (Lesson 8)

For this lesson on how to make StackColors in Unity, we will show you how to create the color wall prefab. This prefab will change the color of your player object as the player object passes through. This will add an additional level of mechanics to our game.

We will be creating the prefab in Unity. Then we will code the interaction between the player and the color wall. Finally, we will add some additional code to the interaction between the player and the pickup objects.

Unlock Code and Member Content

ColorWall.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ColorWall : MonoBehaviour
{
    [SerializeField] Color newColor;

    // Start is called before the first frame update
    void Start()
    {
        Color tempColor = newColor;
        tempColor.a = .5f;
        Renderer rend = transform.GetChild(0).GetComponent<Renderer>();
        rend.material.SetColor("_Color", tempColor);
    }

    public Color GetColor()
    {
        return newColor;
    }

}

PlayerControllerStackColor.cs

using System;
using System.Collections.Generic;
using UnityEngine;

public class PlayerControllerStackColor : MonoBehaviour
{
    [SerializeField] Color myColor;
    [SerializeField] Renderer[] myRends;

    [SerializeField] bool isPlaying;
    [SerializeField] float forwardSpeed;
    Rigidbody myRB;

    [SerializeField] float lerpSpeed;

    Transform parentPickup;
    [SerializeField] Transform stackPosition;

    // Start is called before the first frame update
    void Start()
    {
        SetColor(myColor);

        myRB = GetComponent<Rigidbody>();
    }

    // Update is called once per frame
    void Update()
    {
        if(isPlaying)
        {
            MoveForward();
        }

        
        if (Input.GetMouseButton(0))
        {

            if(isPlaying == false)
            {
                isPlaying = true;
            }
            MoveSideways();
        }
        

        
    }

    void SetColor(Color colorIn)
    {
        myColor = colorIn;
        for(int i = 0; i <myRends.Length; i++)
        {
            myRends[i].material.SetColor("_Color", myColor);
        }
    }


    void MoveForward()
    {
        myRB.velocity = Vector3.forward * forwardSpeed;
    }

    void MoveSideways()
    {
        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        RaycastHit hit;
        if(Physics.Raycast(ray, out hit, 100))
        {
            transform.position = Vector3.Lerp(transform.position, new Vector3(hit.point.x, transform.position.y, transform.position.z), lerpSpeed *Time.deltaTime);
        }
    }

    private void OnTriggerExit(Collider other)
    {
        if (other.tag == "ColorWall")
        {
            SetColor(other.GetComponent<ColorWall>().GetColor());
        }
    }

    private void OnTriggerEnter(Collider other)
    {
        
        
        Debug.Log(other.tag);
        if(other.tag == "Pickup")
        {
            Transform otherTransform = other.transform.parent;
            if (myColor == otherTransform.GetComponent<PickupStackColor>().GetColor())
            {
                GameControllerStackColor.instance.UpdateScore(otherTransform.GetComponent<PickupStackColor>().value);
            }
            else
            {
                GameControllerStackColor.instance.UpdateScore(otherTransform.GetComponent<PickupStackColor>().value * -1);
                Destroy(other.gameObject);
                if(parentPickup != null)
                {
                    if(parentPickup.childCount > 1)
                    {
                        parentPickup.position -= Vector3.up * parentPickup.GetChild(parentPickup.childCount - 1).localScale.y;
                        Destroy(parentPickup.GetChild(parentPickup.childCount - 1).gameObject);
                    }
                    else
                    {
                        Destroy(parentPickup.gameObject);
                    }
                }
                return;
            }

            Rigidbody otherRB = otherTransform.GetComponent<Rigidbody>();
            otherRB.isKinematic = true;
            other.enabled = false;
            if(parentPickup == null)
            {
                parentPickup = otherTransform;
                parentPickup.position = stackPosition.position;
                parentPickup.parent = stackPosition;
            }
            else
            {
                parentPickup.position += Vector3.up * (otherTransform.localScale.y);
                otherTransform.position = stackPosition.position;
                otherTransform.parent = parentPickup;
            }
        }
    }

  
}
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" &amp;&amp; Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i &lt; senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}

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Make 2048 in Unity – Adding New Blocks (Lesson 9)

For this video on how to make 2048 in Unity, we will be fixing a logic error that occurs in our game after our previous lesson. We will then work on making new fill blocks instantiate after the 2048 grid is shifted.

Unlock Code and Member Content

GameController2048.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class GameController2048 : MonoBehaviour
{
    public static GameController2048 instance;
    public static int ticker;
    [SerializeField] GameObject fillPrefab;
    [SerializeField] Cell2048[] allCells;
    public static Action<string> slide;
    public int myScore;
    [SerializeField] Text scoreDisplay;
    int isGameOver;
    [SerializeField] GameObject gameOverPanel;
    private void OnEnable()
    {
        if(instance == null)
        {
            instance = this;
        }
    }
    // Start is called before the first frame update
    void Start()
    {
        StartSpawnFill();
        StartSpawnFill();
    }
    // Update is called once per frame
    void Update()
    {
        if(Input.GetKeyDown(KeyCode.Space))
        {
            SpawnFill();
        }
        if(Input.GetKeyDown(KeyCode.W))
        {
            ticker = 0;
            isGameOver = 0;
            slide("w");
        }
        if (Input.GetKeyDown(KeyCode.D))
        {
            ticker = 0;
            isGameOver = 0;
            slide("d");
        }
        if (Input.GetKeyDown(KeyCode.S))
        {
            ticker = 0;
            isGameOver = 0;
            slide("s");
        }
        if (Input.GetKeyDown(KeyCode.A))
        {
            ticker = 0;
            isGameOver = 0;
            slide("a");
        }
    }
    public void SpawnFill()
    {
        bool isFull = true;
        for(int i = 0; i < allCells.Length; i++)
        {
            if(allCells[i].fill == null)
            {
                isFull = false;
            }
        }
        if(isFull == true)
        {
            return;
        }
        int whichSpawn = UnityEngine.Random.Range(0, allCells.Length);
        if(allCells[whichSpawn].transform.childCount != 0)
        {
            Debug.Log(allCells[whichSpawn].name + " is already filled");
            SpawnFill();
            return;
        }
        float chance = UnityEngine.Random.Range(0f, 1f);
        Debug.Log(chance);
        if(chance <.2f)
        {
            return;
        }
        else if(chance < .8f)
        {
            GameObject tempFill = Instantiate(fillPrefab, allCells[whichSpawn].transform);
            Debug.Log(2);
            Fill2048 tempFillComp = tempFill.GetComponent<Fill2048>();
            allCells[whichSpawn].GetComponent<Cell2048>().fill = tempFillComp;
            tempFillComp.FillValueUpdate(2);
        }
        else
        {
            GameObject tempFill = Instantiate(fillPrefab, allCells[whichSpawn].transform);
            Debug.Log(4);
            Fill2048 tempFillComp = tempFill.GetComponent<Fill2048>();
            allCells[whichSpawn].GetComponent<Cell2048>().fill = tempFillComp;
            tempFillComp.FillValueUpdate(4);
        }
    }
    public void StartSpawnFill()
    {
        int whichSpawn = UnityEngine.Random.Range(0, allCells.Length);
        if (allCells[whichSpawn].transform.childCount != 0)
        {
            Debug.Log(allCells[whichSpawn].name + " is already filled");
            SpawnFill();
            return;
        }
       
            GameObject tempFill = Instantiate(fillPrefab, allCells[whichSpawn].transform);
            Debug.Log(2);
            Fill2048 tempFillComp = tempFill.GetComponent<Fill2048>();
            allCells[whichSpawn].GetComponent<Cell2048>().fill = tempFillComp;
            tempFillComp.FillValueUpdate(2);
        
    }
    public void ScoreUpdate(int scoreIn)
    {
        myScore += scoreIn;
        scoreDisplay.text = myScore.ToString();
    }
    public void GameOverCheck()
    {
        isGameOver++;
        if(isGameOver >= 16)
        {
            gameOverPanel.SetActive(true);
        }
    }
    public void Restart()
    {
        SceneManager.LoadScene(0);
    }
}

Cell2048.cs

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Cell2048 : MonoBehaviour
{
    public Cell2048 right;
    public Cell2048 down;
    public Cell2048 left;
    public Cell2048 up;
    public Fill2048 fill;
    private void OnEnable()
    {
        GameController2048.slide += OnSlide;
    }
    private void OnDisable()
    {
        GameController2048.slide -= OnSlide;
    }
    private void OnSlide(string whatWasSent)
    {
        CellCheck();
        Debug.Log(whatWasSent);
        if(whatWasSent == "w")
        {
            if (up != null)
                return;
            Cell2048 currentCell = this;
            SlideUp(currentCell);
        }
        if (whatWasSent == "d")
        {
            if (right != null)
                return;
            Cell2048 currentCell = this;
            SlideRight(currentCell);
        }
        if (whatWasSent == "s")
        {
            if (down != null)
                return;
            Cell2048 currentCell = this;
            SlideDown(currentCell);
        }
        if (whatWasSent == "a")
        {
            if (left != null)
                return;
            Cell2048 currentCell = this;
            SlideLeft(currentCell);
        }
        GameController2048.ticker++;
        if(GameController2048.ticker == 4)
        {
            GameController2048.instance.SpawnFill();
        }
       
        
    }
    void SlideUp(Cell2048 currentCell)
    {
        
        if (currentCell.down == null)
            return;
        if (currentCell.fill != null)
        {
            Cell2048 nextCell = currentCell.down;
            while (nextCell.down != null && nextCell.fill == null)
            {
                Debug.Log("Loop");
                nextCell = nextCell.down;
            }
            if (nextCell.fill != null)
            {
                if (currentCell.fill.value == nextCell.fill.value)
                {
                    nextCell.fill.Double();
                    nextCell.fill.transform.parent = currentCell.transform;
                    currentCell.fill = nextCell.fill;
                    nextCell.fill = null;
                }
                else if(currentCell.down.fill != nextCell.fill)
                {
                    Debug.Log("!doubled");
                    nextCell.fill.transform.parent = currentCell.down.transform;
                    currentCell.down.fill = nextCell.fill;
                    nextCell.fill = null;
                }
            }
        }
        else
        {
            Cell2048 nextCell = currentCell.down;
            while (nextCell.down != null && nextCell.fill == null)
            {
                Debug.Log("here");
                nextCell = nextCell.down;
            }
            if (nextCell.fill != null)
            {
                nextCell.fill.transform.parent = currentCell.transform;
                currentCell.fill = nextCell.fill;
                nextCell.fill = null;
                SlideUp(currentCell);
                Debug.Log("Slide to Empty");
            }
        }
        if (currentCell.down == null)
            return;
        SlideUp(currentCell.down);
    }
    void SlideRight(Cell2048 currentCell)
    {
        if (currentCell.left == null)
            return;
        if (currentCell.fill != null)
        {
            Cell2048 nextCell = currentCell.left;
            while (nextCell.left != null && nextCell.fill == null)
            {
                Debug.Log("Loop");
                nextCell = nextCell.left;
            }
            if (nextCell.fill != null)
            {
                if (currentCell.fill.value == nextCell.fill.value)
                {
                    nextCell.fill.Double();
                    nextCell.fill.transform.parent = currentCell.transform;
                    currentCell.fill = nextCell.fill;
                    nextCell.fill = null;
                }
                else if (currentCell.left.fill != nextCell.fill)
                {
                    Debug.Log("!doubled");
                    nextCell.fill.transform.parent = currentCell.left.transform;
                    currentCell.left.fill = nextCell.fill;
                    nextCell.fill = null;
                }
            }
        }
        else
        {
            Cell2048 nextCell = currentCell.left;
            while (nextCell.left != null && nextCell.fill == null)
            {
                Debug.Log("here");
                nextCell = nextCell.left;
            }
            if (nextCell.fill != null)
            {
                nextCell.fill.transform.parent = currentCell.transform;
                currentCell.fill = nextCell.fill;
                nextCell.fill = null;
                SlideRight(currentCell);
                Debug.Log("Slide to Empty");
            }
        }
        if (currentCell.left == null)
            return;
        SlideRight(currentCell.left);
    }
    void SlideDown(Cell2048 currentCell)
    {
        if (currentCell.up == null)
            return;
        if (currentCell.fill != null)
        {
            Cell2048 nextCell = currentCell.up;
            while (nextCell.up != null && nextCell.fill == null)
            {
                Debug.Log("Loop");
                nextCell = nextCell.up;
            }
            if (nextCell.fill != null)
            {
                if (currentCell.fill.value == nextCell.fill.value)
                {
                    nextCell.fill.Double();
                    nextCell.fill.transform.parent = currentCell.transform;
                    currentCell.fill = nextCell.fill;
                    nextCell.fill = null;
                }
                else if (currentCell.up.fill != nextCell.fill)
                {
                    Debug.Log("!doubled");
                    nextCell.fill.transform.parent = currentCell.up.transform;
                    currentCell.up.fill = nextCell.fill;
                    nextCell.fill = null;
                }
            }
        }
        else
        {
            Cell2048 nextCell = currentCell.up;
            while (nextCell.up != null && nextCell.fill == null)
            {
                Debug.Log("here");
                nextCell = nextCell.up;
            }
            if (nextCell.fill != null)
            {
                nextCell.fill.transform.parent = currentCell.transform;
                currentCell.fill = nextCell.fill;
                nextCell.fill = null;
                SlideDown(currentCell);
                Debug.Log("Slide to Empty");
            }
        }
        if (currentCell.up == null)
            return;
        SlideDown(currentCell.up);
    }
    void SlideLeft(Cell2048 currentCell)
    {
        if (currentCell.right == null)
            return;
        if (currentCell.fill != null)
        {
            Cell2048 nextCell = currentCell.right;
            while (nextCell.right != null && nextCell.fill == null)
            {
                Debug.Log("Loop");
                nextCell = nextCell.right;
            }
            if (nextCell.fill != null)
            {
                if (currentCell.fill.value == nextCell.fill.value)
                {
                    nextCell.fill.Double();
                    nextCell.fill.transform.parent = currentCell.transform;
                    currentCell.fill = nextCell.fill;
                    nextCell.fill = null;
                }
                else if (currentCell.right.fill != nextCell.fill)
                {
                    Debug.Log("!doubled");
                    nextCell.fill.transform.parent = currentCell.right.transform;
                    currentCell.right.fill = nextCell.fill;
                    nextCell.fill = null;
                }
            }
        }
        else
        {
            Cell2048 nextCell = currentCell.right;
            while (nextCell.right != null && nextCell.fill == null)
            {
                Debug.Log("here");
                nextCell = nextCell.right;
            }
            if (nextCell.fill != null)
            {
                nextCell.fill.transform.parent = currentCell.transform;
                currentCell.fill = nextCell.fill;
                nextCell.fill = null;
                SlideLeft(currentCell);
                Debug.Log("Slide to Empty");
            }
        }
        if (currentCell.right == null)
            return;
        SlideLeft(currentCell.right);
    }
    void CellCheck()
    {
        
        if (fill == null)
            return;
        if(up != null)
        {
            if (up.fill == null)
                return;
            if (up.fill.value == fill.value)
                return;
        }
        if (right != null)
        {
            if (right.fill == null)
                return;
            if (right.fill.value == fill.value)
                return;
        }
        if (down != null)
        {
            if (down.fill == null)
                return;
            if (down.fill.value == fill.value)
                return;
        }
        if (left != null)
        {
            if (left.fill == null)
                return;
            if (left.fill.value == fill.value)
                return;
        }
        Debug.Log("Check");
        GameController2048.instance.GameOverCheck();
    }
}

Fill2048.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Fill2048 : MonoBehaviour
{
    public int value;
    [SerializeField] Text valueDisplay;
    [SerializeField] float speed;
    bool hasCombine;
    public void FillValueUpdate(int valueIn)
    {
        value = valueIn;
        valueDisplay.text = value.ToString();
    }
    private void Update()
    {
        if(transform.localPosition != Vector3.zero)
        {
            hasCombine = false;
            transform.localPosition = Vector3.MoveTowards(transform.localPosition, Vector3.zero, speed * Time.deltaTime);
        }
        else if(hasCombine == false)
        {
            if(transform.parent.GetChild(0) != this.transform)
            {
                Destroy(transform.parent.GetChild(0).gameObject);
            }
            hasCombine = true;
        }
    }
    public void Double()
    {
        value *= 2;
        GameController2048.instance.ScoreUpdate(value);
        valueDisplay.text = value.ToString();
    }
}
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" &amp;&amp; Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i &lt; senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}