hi I'm Chris and in this tutorial we're
going to be making a 2.5 D point-and-click adventure game using
adventure creator and unity this is going to be a remake of an earlier
tutorial so that we are using more recent versions I'm going to be using
unity 20 18.3 and adventure creator version 1.6 6.4 2.5 D refers to the use
of 3d characters on top of 2d backgrounds and so we're going to be
making a simple scene that we can navigate around relying on photographs
for our backgrounds I have open here a fresh project with unity 20 18.3 and
I've got my asset store window open here where I can import the latest release of
adventure creator then be given this installation window
just asking us if we're happy for it to create a couple of inputs and layers
that's all fine so I'll check okay and once it's finished importing we'll have
this new adventure crater folder in our project window this tutorial is also
going to make use of a few other assets and we can find these on the adventure
crater downloads page if I go up to the top toolbar and choose adventure crater
online resources and then downloads you'll be taken to this page on the
website and if I scroll down to tutorial assets evil lair and Wharf I can click
to download a dot unity package if I then navigate to where it's been saved
and double click on it unity will then ask me which files I
want to import I'm going to report all of them and once it's finished we'll
then get this other folder tutorial files also in our assets directory if we
open it up we'll find two subfolders within it I'm going to go to Wharf and
then open up the wharf seam that is inside just to show you we have to begin
with this this grid floor here that is going to act as the area that the player
can move as well as a few reference cameras that we'll be making use of
later on but for now I'm going to start with a new scene and make use of the new
game wizard to set up our project each game
that is made using AC relies on its own set of managers and each manager
controls a different aspects of your games development we can create a new
set of managers by going to the top toolbar and choosing getting started new
game wizard and it's in just a case of filling in the fields as we go so I'll
choose next and we'll be asked to enter in a game name I'll type in my 2.5 the
game she's next perspective is going to be 2.5 D and we're going to be having
multiple backgrounds in a single scene so I'll leave this checkbox unchecked
our interface or how do we want to interact with hotspots I'm going to
leave it as context sensitive because that's not the focus of this tutorial
and this option is the most simple for other modes check out the 3d tutorial
choosing next again our GUI system I'll leave it as default ac and what this
will do is just provide us with a default set of menus that we can use to
open up the pause menu save load our game access inventory and so on choosing
next one more time we'll just be asked to confirm our choices our movement
method is set to point-and-click which is what we want so I'll choose finish
and our managers will then be created will then be asked if we want to
organize the scene I'm going to choose no because we're going to work with an
existing scene we're then also given the AC game editor window and I'm going to
pop this in a vertical space here because it tends to be quite deep if we
go to save the settings manager you can see it's very vertical let's now go back
to the wharf scene I'll choose don't save and with the scene manager open we
have this basic structure panel and we get
two options to organize our scene objects and I'm going to choose with
folders there is no wrong answer here it's really just a case of preference
but this option just gives us a selection of folder game objects that we
can use to keep our hierarchy uncluttered I'll place the directional
light in the lights folder the wharf which is the floor into my set geometry
folder and my main camera into my camera's folder I'll then just save the
scene as a new scene I'll go to file save as and inside my 2.5 D game I'll
call this my my wolf 2.5 D games typically work by having either
pre-rendered or photographic backgrounds underlaid underneath 3d characters where
the perspective matches so that you don't really see that part of the scene
is in 2d and part of it is in 3d we're going to be using photographic
backgrounds and we can find some texture files in tutorial files Worf set and
then photos and we have four texture files here waterfront steps Plaza and
office and the area that these photos were taken in has been recreated in this
this model here this is the floor of the area that the photos show and it's the
area that the character in our scene will be able to walk around in the
waterfront in this picture is this rectangle down here the steps is this
ramp and we have the plaza and office around the top here we also have these
four cameras in our scene if I expand the reference cameras folder we've got
cameras already set up in the corresponding positions that each of
these photos were taken what we're going to be GC using those
for reference I'm going to be making new cameras from scratch and I can do that
from the AC game editor in the scene manager and if I scroll down I get this
scene prefabs section and I want to make a new game camera 2.5 D so I'll click on
it and rename it to water front camera if I then look at its inspector you can
see its component just has a single background field and I'll click on
create because it's empty at the moment and it'll automatically create and
assign this water front cam background object I'll drag that into my set drama
chief folder and looking at the inspector for this you can see we've got
again just a single field this time a background texture and I'm going to
assign the waterfront texture now that that's assigned I can go back to
waterfront cam and you can see we now have a set as active button and if I
click on it well we'll actually have to see the effects of the game window so
I'm going to have the game window and the scene window open at the same time
so now that this is active I can move this camera around the scene and it'll
show both the floor and the background texture underneath it so what I'm going
to do is position it at the same place as this waterfront reference camera go
to the transform component of that reference camera and choose copy
component and I'll paste that back in to the transform of this waterfront cam
I'll also make sure that the field of view matches up on the reference camera
it's 35 so I'll enter in 35 to my new game camera and you can see now that the
floor matches up with the background I'll remove the waterfront reference
camera just so I don't get them mixed up and because this is going to be the
first camera in our scene I'm going to make it the default so I'll go back to
the scene manager and underneath our scene settings we have a field for a
default player start which is necessary for where the play will begin I'll click
on create and I'll also choose from the list that now appears we've got our
default camera and I'll choose waterfront cam our default player start
is if I double click on it already in the correct place in our scene maybe
I'll just move it a little bit forward and you can see it's represented by this
blue arrow here in the game window I'm going to now create the other three
cameras that will lead in our scene so I'll click again gain camera 2.5 D this
one I'll call steps cam I'll just duplicate these now Plaza cam and office
cam and going to each of their inspectors I'll create a new background
image I'll place these in the set geometry folder and selecting each in
turn I'll assign the relevant texture into their background texture field so
Plaza Campbell get plaza steps cam will get steps and let's go sort out steps
cam so this is going to be at the position that this camera is in so
selecting inside of reference cameras steps I'm going to copy the transform
component select my steps cam and paste in those values I'll also make a note
that the field of view is going to be 33 and then let's test that out by choosing
set as active and you can see we have our the ramp
matches up with the steps so I'll remove the steps reference camera next we'll do
Plaza cam so Plaza I'll choose a copy component our field of view is going to
be 23 selecting Plaza cam I'll paste the component values and give it a field of
view of 23 sitting as active you see our floor matches up with the camera better
I'll remove the Plaza cam and finally office camp I'll copy the component from
office paste it into office cam and give it a field of view of 35 setting as
active you can see the the floor once again matches up so I can now just
remove my reference cameras folder and that's it
we now have a set of 4 cameras with the default player start and camera so I can
run the scene and although we can't really do anything we do have be the
floor showing although we'll get rid of this later along with the the background
showing underneath an important consideration to make early on when
making a 2.5 degang is that of the aspect ratio you can see down here in
the game window we have an aspect ratio set of 16 by 9 but because it's possible
for the player to change what resolution their game plays out we need to ensure
that the game runs properly at all resolutions
now the backgrounds are 1920 pixels by 1080 which gives us an aspect ratio of
16 by 9 which matches up what we currently have the game window said to
but if we run the game you'll see that the background actually gets squashed
and we get these two vertical bars either side and the reason for that is
AC is setting its own aspect ratio it's just that it's not configured to match
the backgrounds yet going to our AC game editor and then the settings manager we
can scroll down to camera settings and here we have force aspect ratio checked
by default for 2.5 D games and then our aspect ratio as a decimal is entered in
as 1.5 so an aspect ratio of 16 by 9 in decimal form is 1.7 7 8 so that's what
I'll type in to the field here and if we now play the game you'll see that those
borders are now removed but if we changed the aspect ratio here in the
game window we have these black borders appearing to ensure that the game
appears correct no matter what the ratio actually is now I admit I did actually
get a bit confused by the fact that if you open up tutorial files warf set
photos and then select any of the photos the resolution actually comes up wrong
in unity it comes up as 2048 by 1024 and I think what unity is doing is rounding
it to the nearest power of 2 so don't be confused by that and actually in the
videos that follow I'm actually using the incorrect aspect ratio of 2 to 1 so
just leave it as 16 by 9 or 1.7 7/8 as a decimal we're now ready to start
configuring the navigation of our scene this is going to be a point and click
game and that is set again in the settings manager underneath interface
settings you can see we have our movement method set to point-and-click
and if it was set to something else we can set it there from this field just
above it we have this player field which is currently empty and if we assigned a
player prefab here then that player would be spawned in at runtime while
we're making a player of our own later on but for now I'm just going to use the
demo games player just so that we can get up and running quickly we can find
the demo games player inside adventure creator demo and
then resources and I'll just drop tin pot directly into the scene if we run
the scene he's placed correctly at the player start but clicking it around the
scene on the floor doesn't really do anything and that's because we need to
set up the navmesh we can choose our path finding method by going to the
scene manager and up at the top underneath scene settings we have path
finding method I'll set this to unity navigation so that we can rely on unity
zone navigation tools we can open up the navigation window by going to window AI
and then navigation and if I click on fake will then get the option to bake
our nav mesh so what I'm going to do is I'm going to select this floor Wharf
object go to its inspector and make sure that navigation static is checked I can
then go to the navigation window click on bake and we now get this blue nav
mesh baked for us I think I'll increase the agent radius to about 0.35 re bake
it and that will just help to prevent the player falling off the edge if he's
maybe moving a bit too quickly the final step is just to place this Wharf floor
object on the nav mesh layer and that's just so that it can be picked up with
mouse cursor clicks so that when we click on the floor the player is able to
move there so running the game again I can now point and click I can double
click to make the player run now we want to be able to test out the other cameras
and later on we'll be making triggers to do that but right now we don't have any
so I want to be able to test out the different cameras manually and I can do
that by going up to the cameras folder and then game cameras let's try out the
steps can if I go to the game camera 2.5 D component I can choose make active
from the side menu and that will automatically cut the camera to the
steps cam this is a new feature in AC version one point six six point five so
I can move up the steps let's try out plaza count by choosing make active and
finally office cam now we have this pillar in front of these doors here and
we want the player to have to move around it because right now he can just
move straight through it so what I'm going to do is I'm going to cut out that
part of the navmesh I'll start by going to the office cam
and choosing set as active outside of play mode so that we can work on it I'll
go over to roughly where this pillar is going to be it's going to be about here
and in the hierarchy window I'll choose create 3d objects cube I'll
put it down into the floor try to position it just by eyeballing it
stretch it out that's about roughly about right and
then what I'll do is again I'll go to the top of the inspector check on
navigation static and rebake the navmesh with that bait I'll just place it into
my set geometry folder uncheck the mesh renderer component so that we don't
actually see it and that will stop the player walking through the pillar now
that we have our navigation set up let's work on automating the switching of
cameras as the player moves around the scene we can do that using triggers and
we can find triggers in the scene manager going down to the scene prefabs
section and underneath logic we have trigger and a trigger is essentially a
boundary that will run certain game logic when the player or any object
enters or leaves it and what we're going to do is make this trigger cut the
camera when the player enters this region where the stairs are so I'll move
it over raise it up a little bit and stretch it out that it so that it covers
the whole portion like so then go into its inspector I'll rename the trigger
enter steps and underneath its list of trigger properties I'm going to set it
when running field to running background so that it doesn't create a cutscene and
everything else is as it should be the trigger is going to detect the
player and it'll only react cheering game play so underneath is where we
place our actions that are basically commands that will run when the trigger
is run and I'm going to change the default one to a camera switch action
and we get fields for a new camera and I'm going to set this new camera to be
steps cam we can test this out by running the game
and I want to be able to enter in the steps by clicking at the volume here but
you can see the trigger doesn't quite reach it now I can just move the trigger
in move the trigger so with these over the player and the camera cuts as normal
but we want to be able to have the player then enter this space here and
cut the camera back to the waterfront so I'm going to leave the trigger around
here in fact what I'll do is I'll just tweak it a little bit now that I've got
the player in the correct spot and copy its component values exit play
mode and then paste those values back in so we're going to need a way of making
the player move towards this trigger when we click at the bottom of the
screen with the waterfront camera active if we go to the waterfront cam and
choose set as active so that we can see it while editing I'm going to do this by
creating a hotspot back in our game editor I'm going to click on hotspot and
are reeling this Waterfront two steps and a hotspot is an area of the screen
that will run commands or actions when we click on it and I can get a better
idea of where this is going to be by checking gizmos in the game window and
then if I stretch it out move it back maybe a bit you can see that it's then
taking up this yellow region of space at the bottom of the game window so we want
to make it so that when the player clicks on this he walks over to say
maybe around this area here so that he's in view of the steps can and because
he's been in the region of the trigger the camera will then cut as well selecting the hotspot and going to its
inspector we were able to create a number of in
for action types that will run actions when we click on it I don't actually
want to run any actions all I want to do is have the player walk towards it so
I'm going to create a new user interaction but I'm going to leave the
interaction field which actually dictates what actions are run blank but
I will be setting the player action to walk to marker this warning message then
appears saying we need a walk to marker defined and we can see our walk to
marker field further up it's currently set to nothing so we get this handy
create button I'll click on this and we now get marker Waterfront two steps and
it's symbolized by this little green arrow here so I'll move this arrow say
just a the bottom of this ramp and if I open up the steps cam and choose set as
active you can see that it's now appearing in the view here so I'll move
it maybe a little to the left like so and if I select the inter steps trigger
you can see that the player is now going to walk into this trigger let's now run
the scene I'll uncheck gizmos again and if I hover over the mouse you'll get
this waterfront two steps label appear and if I click on it the player then
walks over will want to make a few tweaks to this
which we'll be covering next so we a portion of the screen that is defined
by a hot spot and you can see the label waterfront two steps coming up and we're
going to make this a little bit more user-friendly the waterfront two steps
name is really an internal name that we use when building the scene and I could
just rename the game object but I can also enter in a label if not named field
so I'll just type in steps now I'll leave this as lowercase because I'm
going to have a verb appear dynamically in front of this if I play the game
again you can see the label now changes to steps but I want to have exit two
steps appear instead I can make a verb appear by going up to our cursor manager
and underneath interaction icons we have a list of three default verbs that we
can make use of we have used talk to and look at and a little bit further up
underneath hotspot cursor we have this check box prefix cursor labels and if I
check that will then get use steps up here and it's set to use because that is
what is set in our hotspot inspector the user interaction that we made has a
cursor or icon field set to use and what we're going to do is create a new type
of icon so coming out of play mode I'll go back to the cursor manager and you
can see prefix cursor labels is still checked because any of the fields will
be changing the managers survived play mode so I'm going to go down to
interaction icons click on create new icon and I'll enter in the label as exit
to we're not going to be changing the cursors graphic so I'll just leave the
texture is empty but going back to the hotspot inspector I can now change the
cursor icon field to exit too and now when we hover over the hot spot
it correctly says exit two steps and let's also make it so that we can't
click on this exit two steps hot spot from this screen and we can do that
quite easily just by going to V the hot spot itself and setting the limit to
camera field as water front cam so we're now able to have the player move from
the waterfront to the steps and what we're going to do is complete the scene
and have it so that the player can move all around now last time what we did is
we had a hot spot to move us to this marker and then we used a trigger a to
actually cut the camera and that's a more sort of best practice way because
this allows us to cut the camera no matter what our movement method is so if
for example I run the scene I go into my settings manager I can change my
movement method to direct and using the cursor keys without clicking on the
hotspot I'm still able to move over to the steps and the trigger is going to
activate so by having both the hotspot and a trigger it just means that we can
always ensure that the camera will change no matter how we actually entered
that region but to keep things simple and because
this is only going to be a point-and-click adventure game what I'm
going to do is first of all set this back to point and click and then I'll
remove this trigger now that we've demonstrated it and I'll make it so that
the hotspot itself cuts the camera so selecting the Waterfront two steps
hotspot we already have this use interaction and I'm going to complete it
by now defining an interaction action list so I'll click on create and you can
see it's made this steps exits too and if I select that field you'll see it
then appears up in my hierarchy and we have a node icon next to it so let's
click on it and that'll bring up the action list
a window for it so just like the trigger we had it starts with a default engine
weight action and what we're going to do is we're going to change it to a camera
switch action in which the new camera again is steps so let's test that out
and see how we're doing running the scene I can now click on exit two steps
and he moves over and the camera changes but there was a little bit of a glitch
in that the menu button that appears down here did flicker off and on while
that happened and the reason that that happened is because if I select the
steps exits to interaction and have a look at its inspector you can see that
it's when running field is set to pause gameplay so even though this action runs
instantaneously it still momentarily pauses gameplay it places the game in a
cutscene mode so I'm going to change this to run in background and that'll
just mean that the whole thing is seamless it doesn't come out of gameplay
if I click on exit two steps that little UI element in the bottom corner doesn't
flicker so let's now do the return journeys so
that when we buy the steps we can go back to the waterfront now if I click on
gizmos in my game window you can see that the hotspot that we already have is
already pretty much the right shape that we need it to be for steps
maybe I'll just stretch it out a little bit more so that it covers the whole
screen and we're going to be using a different hotspot but we're going to
have it occupied this same space so I'll just right-click and choose duplicate
and rename this new hotspot steps to waterfront and in its hotspot inspector
I'll change the label to waterfront the limit to camera I'll assign as step scan
I'll unset this walk to marker and then create a new one and then selecting that I move it to
around here just in front of ve the hot spot near the default player start now
we've duplicated the hot spot but not the interaction so this use interaction
is still step two steps exit two so I'll select it clear it with the Delete key
choose create to make a new one and this time it's going to be another camera
switch in which we switch to waterfront cam and again go into its properties
I'll change the when running to run in background you can also access the
properties of an action list from the bottom of the Action List editor let's
just test this to see how we're doing disable gizmos and I click down here to
go to the steps and I could do the same for the return journey how can I use the
same principles to create hot spots for the other areas next I'll be doing from
these steps up to the plaza so with my steps cam in the game window I'm going
to go to my scene manager create a new hotspot this time I'll call it steps to
plaza and putting gizmos back on our position and stretch out this new
hotspot so that it covers the top of the steps I'll go to this inspector the label is
going to be plaza because we wanted to say exit to Plaza I'm going to limit the
camera to the steps I'll create a new walk to marker that by default will be
placed in the center of the hotspot I'll just put it down in front of it like
this going back to the hotspot I'll create a new use interaction the cursor
icon is going to be exit to I'll make a new interaction and before I go and edit
that interaction I'll set the player action to walk to marker and a quick
shortcut to edit this interaction it's just to click on the node icon to the
right of it so I can click on that again this will be cameras which cut into
Plaza and I'll set it to running background let's do the return journey
so I'll select my Plaza count choose set as active and you can see that this 2 is
in the right space in fact I might just make it a little bit taller and then
I'll duplicate this renaming it to Plaza 2 steps create a new marker position it limited to the plaza can change the
label two steps unset the interaction and create a new one using a camera
switch to cut back two steps running in the background and let's just test this
next one because there is a little bit of a detail here so disabling gizmos
once again we can go up to the plaza and back again but one thing to have a look
at here is that aside from the floor which will be changing soon you can see
that we could not also access this exit two steps hot spot while we're hovering
over this corner of the wall here and we could just reduce the scale of the hot
spots so that it doesn't overlap if I can enable gizmos it's a bit more clear
but what we can also do is place down a Collider to basically block the mouse's
ability to hover over that hotspot so what I'm going to do is create a new 3d
object and then choose cube and I'm looking at the game window here as I'm
positioning it I'm going to make it so that it lines up with the the corner
here at the corner of the wall that is not the corner of the navmesh so this is going to block the mouse
being able to hover over that hot spot and that's because it's also on the
default layer which is what hotspots are also placed on I don't want to be able
to see this so I'll disable the mesh renderer component and I also want to
make sure it doesn't interfere with any physics or anything like that so I'll
check is trigger then running the scene again I can I'll Exeter the steps come
up here to the plaza and you can see when we hover over this portion of the
screen we can exit the steps but when I hover over this wall here we can't
that's a bit of housekeeping I'll rename this cube to say corner hot spot blocker
and just move it to my set drama Chee folder maybe collapsing some of these as
our hierarchy gets a bit bigger let's now move on to the last couple of camera
transitions and that's to switch between the plaza and the office behind this
view I'll make a new hotspot in my scene manager clicking on hotspot and I mean
this Plaza to office we've gives Mo's enabled in my game
window this might not be too physically accurate but I'll just do what looks
nice according to the game window maybe something like this so it's right in the
lower corner of the screen go to its inspector I'll change the label to
office I'll walk to marker I'll create and just so that I can see where this
marker exactly will take us to I'm going to go to my office Cal and then choose
set as active and I can see it's coming a little bit too close to this pillar
here so I'll just move it a little bit over here going back to this Plaza to
office hotspot I'll limit this to the plaza can create an you use interaction
exits to player action will be walk to marker create a new interaction edit it
and this will be a camera switch setting the new camera to office cam and the
winning will be running background I'll duplicate this hotspot for the return
journey I'll rename it office to Plaza and I'll actually lower it a little bit
it looks a bit better sort of put lower down in the corner from this view I'll
rename this label to Plaza create a new walk to marker unset the interaction to make a new one having it switched back to Plaza cam in
the background well I also do need to change the limits to camera to office
cam so let's test this out this full journey I'll disable gizmos and run the
scene and you see I can exit to the steps here come up to the plaza I can
either go back all round the corner go all the way to the office back to the
plaza down the steps and finally back to the waterfront up until now we've been
working with this grid based floor material that we can actually see while
we're running the game and it's quite a bit distracting because it's basically
overlaying on top of these photographs and what we can do is assign a new
material to this floor here and I've already got a material if I go to my set
drama tree folder first of all and find this Wharf I'll go to the mesh renderer
and where it says grid and select the grid material and then change it to
matte shadow and you can see now we now get the nice shadow but nothing else so
it's a lot nicer to look at I didn't write this shader this is coming from
the unity forums and there's a link to it in the license text file in the root
tutorial files folder now what we could do is change this
change this material in our edit mode and then it's always made for us but it
doesn't make it a little bit more difficult to work with because obviously
if I deselect it you now can't see the floor in our scene so what I'm going to
do instead is have this change made automatically when we begin the game so I'll change back to the grid material
and then I'll create an on start cutscene which is going to be a cutscene
that will run when this scene begins I can make one in my AC game editor and
underneath scene cutscenes in the scene manager we've got a list of cutscenes
that we can make and we have this one start field that is currently empty
so next to it we have a create field I'll click on it and so we now have
assigned this on start cutscene if I click on the mode icon for that you can
see we're presented yet again with the default action and what I'm going to do
this time is change it to an object change material action and the mesh
renderer we're going to be effecting is going to be Wharf from our set drama she
folder and the new material is going to be matte shadow and so this will kick in
when we play the scene so but this all looks a bit nicer but when we come out
of play mode we can still see our floor let's continue our little visual
polishes by moving on to scene masks and I can demonstrate the need for this if I
go up to say the plaza here and if we have the player walk behind this corner
you can see they're still visible behind that section of the wall and that's
because the background is just a single static photograph with no depth to it
there are a couple of other instances of this namely this pillar here in the
office background and also the the top of the steps when you get over this lip
coming up from the steps camera if I go into the masks folder inside tutorial
files Wharf set and then masks you can see we've got a few sprites that are
basically these elements cut out for us the sprites are still the same size but
we've just cropped out everything except the portion of the screen that we want
to overlay on top of the player so for example with the corner here we have
this corner mask sprite and what we're going to do is place it in 3d space so
that it appears on top of the player when they're behind it if I go back to
my scene manager under my list of scene prefabs inside the camera section we've
got this scene sprite type so if I click on it and create a
new one I'll name this one num corner mask and then going to its inspector
we'll have a look at its components we've got a sprite renderer and
alignment a camera component and a limited visibility component let's fill
in these fields as we go so our sprite is going to be corner mask the align to
camera field and the camera to align to is going to be the one we're viewing
here which is plaza can and will also limit the visibility to that same camera
Plaza cam if we have a look at it in the scene window and you can see it's now
facing plaza count it's a bit far away but we'll change that later first I'm
going to click on center to camera and what that does is it places the center
of the sprite and again this whole sprite is the same size as the
background it's going to Center the sprite in the center of the camera view
and then we can increase the size so that it fits the game window properly about this kind of size looks right to
me and what we're going to do is we're going to move it closer to the camera so
that it sits within this corner here now we move it closer to the camera but we
don't want it to appear any bigger in the game window so I'm going to check
lock perceived scale and then reduce the distance from camera field and you can
see it's not appearing any larger in our game window but we are now positioned
correctly in 3d space and if we run the game we can test this out I can crop the
steps and trying to move behind this corner here you can see the player is
now correctly behind it but if we move down here he's then displayed above
while the plaza cam is still active let's do the same with the steps mask
two sprites which is a little bit harder to see but it's basically covering this
area of the top of the steps here I'll do the same thing I'll make a new scene
sprite this one called steps mask and I'll assign the sprite as steps mask to
camera 2 line 2 is going to be plaza cam as well as the camera we're going to
limit visibility to it's a bit far away it's all the way down by the waterfront
now I'll click on Center to camera and then raise the scale it's about so check
lock perceived scale and reduce the distance so that it appears just at the
top of the lip of the stairs there is a steps mask to that you may or may not
need depending on the placement of your hotspots but I think I've actually
managed to do away with a need for that so I'll move on to pillar mask which is
going to be viewed in the office cam so I'll select office cam
and click set as active add a new seems flight I'll name this pillar mask and
assigned pillar mask the sprite into my sprite field and office camp has both
the camera to limit visibility to and the camera to align to now it's actually
placed it in the center of the scene which is actually behind the camera so
I'll quickly disable the align to camera component move it in front of the camera
and then re-enable that component centered of the camera increase the
scale lock the perceived scale and I want it to be positioned in the same
space that we cut out from the navmesh so if I just open up the navigation
window and keep it docked down here just so that we can see the navmesh at the
same time I'm going to reduce the distance from the camera so that the
pillar mask is inside that little hole bear now depending on your exact
positioning you may find that the the corner mask that we placed down actually
gets in the way of your camera here let me see if I can demonstrate yeah if it's
just a little bit closer then it's going to be in peering in front of your camera
but what you can do to combat that is actually just uncheck the sprite
renderer in fact I'll do that for all three masks
I'll just disable their renderers and that is because they already have the
limit visibility component which means they will be enabled automatically when
they're supposed to be so I can actually see in the scene window p.m. when we
come up to the plaza this corner mask is enabled and it becomes disabled again
once we leave to the office up to this point we've been making use
of tin-pot who's the the 3d demo games player character but now it's time to
make our own player character that suits the zoom a little bit better we can find
a model for our player inside tutorial files Worf and then characters and then
go and you can see we have this girl model file but I'll just drag into the
scene if i zoom in on her you can see she doesn't have a material assigned but
I can go into the materials folder and just drag the girl material onto her
let's get rid of tin-pot now and we'll convert this model into a player
character if I go up to adventure crater editors and then character wizard will
then be presented with this pop-up window that allows us to quickly
configure a model or a sprite in our scene into a character just like the new
game wizard this is a case of choosing next and going through each field that
we're given we'll choose that this is going to be a player and then assign the
default graphic so this is going to be the girls model file choosing next how
is our player going to be animated and we're going to be relying on Beckenham
or unities animator system and I'll finish that and you can see that this
model has been updated with an audio source component and a player and a
paths component as well as some rigid body and Collider components some of
these need a little bit of tweaking it's really just laying down the components
they may not be final so I'll click on the Edit field for the collider and
raise it up maybe make it a little bit thinner like so we have
animations for this character inside the animations folder and all of these are
taken from unities standard assets package so for example humanoid walk for
a look at that and play that this is a root motion animation which means the
animation is not just playing on the spot it's physically moving the
character so we're going to want to make sure that apply root motion is checked
in the animating component let's create a new animated controller so inside my
my 2.5 D game folder I'll right click and choose create new animator
controller and I'll name this human because I'm going to apply it to some
other character later on going back to the girl I'll assign human as the
controller and if I double click on it I'll open up the animator window this is
going to be a fairly simple controller which is going to have three animations
for now we're going to have idle walk and a run but we'll make use of a blend
tree so that the three of those can blend more nicely together I'll right
click in the window and choose create state from new blend tree and I'll name
this blend tree locomotion double-click to open I'll select the splintery and
I'll add three new motion fields now this is all using unities animator
system so if you're not familiar with this do go and check the unity
documentation I'll set the first motion field to humanoid idle which I can get
by expanding this model file here the second has humanoid walk and the third
as humanoid run if I play this I can then move this little red gizmo here to
test it out but to drive it at run time we're going to need use of a float
parameter so I'll go to the parameters tab and you can see it's
automatically created a parameter for me but I'll rename this to move speed and
the thresholds are automated so when move speed is equal to about 0.5
she's going to be playing humanoid walk and when it's all the way up to 1 she'll
be playing humanoid run going back to the player component we'll go through
our Meccan and parameters and these are basically parameters that we will allow
AC to control and so this move speed float is going to be a parameter that AC
will update as she walks around the scene by default it's just named speed
but to match the parameter in our animator component I'll rename it move
speed we don't have a talking animation so I'll remove is talking and the same
for jump underneath movement settings we have fields for our walk and a run speed
scales and so these are going to be the values of our move speed when walking
and running now because we're using route motion as set in the animating
opponent the actual motion speed of the character is going to be driven through
animation so all we want to do is set the walk speed scale to 0.5 and the run
speed scale to 1 which matches up to the threshold values in the blend tree running the scene now you can find that
we are now controlling this girl instead of the robot and if I single click shall
walk if I double click short run there is a little bit of a teething problem
though if I say double click to go up to the plaza she does a little hop as she
comes up the steps there and that's because we're using route motion so
we're using motion to control the physics and not the rigidbody
now we could do things like try to configure the animations y-value
settings or increase the mass and so on but a quick and easy way is to simply
remove the rigidbody and the capsule Collider and instead go to add component
and add a character controller and this will mean that she's still is subject to
gravity but she's not going to have jerky motion so much I set the height to
about 2.8 and the y-value of the center to 1.4 and let's just test again and if
I double click yeah she's got a bit smoother motion now finally we'll make
her the default player which we can assign in the settings manager we have
this player field that this player field accepts only a prefab so I'll drag the
whole object into there my 2.5 D game folder
Harlock to create an original prefab and then I'll drag this prefab into the
player field and we can demonstrate the use of this by now removing the girl
from the scene and when I play the game she's automatically spawned in at
runtime let's move on to audio I'm going to be having my game on mute while I do
this because I don't want it to interfere with my voice but if you have
this unchecked then you should be able to hear the sounds as we make them the
audio we're going to use is in tutorial files Worf and then audio and you can
see we have a number of footstep sounds and a couple of ambient sounds we're
going to start with adding some footstep sounds to the player there's a number of
ways we can add sounds to a character's footsteps and I'm going to start with
the most simple way inside the my 2.5 D game folder I'm going to edit the girl
player prefab in 2018 point 3 you do this just by double-clicking
otherwise you will have to drag her into the scene and apply changes afterwards
so I have my girl prefab viewed and I'll go to the root game object and
underneath my player you can see that we have an audio clip field for the walk
sound as well as a run sound and also a sound child now the sign child was
created automatically using the character wizard but if you don't have
one it's basically just a child object of the route that has both an audio
source and a sound component so the most simple way to assign a footstep sound to
the player is to simply drag the sound click into the walk sound component and
that'll just cause the player to play this sound whenever they're walking but
there isn't going to be any variety to the sound it's just got to be the same
sound looping over and over again and it's not going to synchronize with the
animation so I'll undo this change and come out of prefab edit mode and one
thing I do want to highlight at this point is that if I go back to my
settings manager the player field has become unset and so far as I can tell
this is actually an issue with unity itself so I'm just going to have to read
dragged the girl prefab back into this player field now a slightly more
involved way to add footstep sounds is to make use of the dedicated footstep
sounds component and I'm going to add the footstep sounds component to the
route objects so I'm editing the prefab again I'll scroll down to the bottom
choose add component and add footstep sounds and you should be placing this on
the same component as the animator for reasons we'll see in a moment but
looking at its inspector you'll see we have a number of footstep sounds field
and this is for walking sounds we have seven footstep sounds so I'll
enter this value is seven and then we get fields for each sound so we then
just need to drag each audio clip into the inspector and you can see from the
message below that sounds will be chosen at random so the more sounds you add the
more natural and further more variety you'll get as you walk around we don't
have any running sounds so I'll just leave this as zero but we then need to
assign both the character and the sound to play from the character is going to
be this girl so I'll assign the same game object into the field and the sound
to play from I'll set to the sound child and again this sound child is just a
audio source and sound component as a child object of my route now we have
this play sounds field that at the moment is set to via animation events
and we could set this to automatically and that would just cause the footstep
sounds to play whenever the character is walking you can set the separation time
between these sounds but it wouldn't really sync up correctly with the
footsteps themselves surprise the animation goes so what I'm going to do
is I'm going to choose via animation events and then modify the animation to
fire off those events you can see another message down here it says a
sound will be played whenever this components play foot step function is
run so let's go to the animation folder and I'll select humanoid walk and going
to the animation tab we only have this humanoid walk animation to choose from I'll scroll
two events pause it and then scrub through the timeline to get the right
position I'm going to choose about about here frame two to four which is where
the left foot just touches the ground I'll click on this little add event
button and I'll set the function name to play footstep I'll scrub through to find
the right foot roundabout here I'll add a new animation event play footstep
again and neither of these functions take parameters so I'll just leave the
rest of blank and click on apply I'll come out of prefab edit mode and
again because we've made changes to our player prefab I'm going to have to
reassign the girl prefab so if we now play the game if you were listening to
this without mute on you'll be hearing audio clips as she walks around the
scene the other two sounds we have in our audio folder our office and water
and these are both ambient sounds so have them playing in the scene and we'll
position them in 3d space so that they they change volume according to where we
are in my scene manager I'll go down to logic and click on sound okay I make two
of them and I'll name the first of them office and the second one water go into
their inspectors I'll expand the audio source component and I'll set the
spatial blend to 3d so there these are fully 3d sounds I'll make them effect a
slightly wider distance and with the water this is going to come from the
that the canal that you see in the waterfront so I'll place it and
kind of around here and with the office there's going to be it further up the
steps so I'll move it over to around here so the office is going to have the
office audio clip and with the water object we'll assign the water clip I'll
select both of these and I'll check play on a week and a loop for both and I'll
just tweak the relative volumes between them because if we have a look at safe
water we have quite a quiet volume whereas for office the amplitude is much
bigger so what I'm going to do is I'm going to select the office sound object
and just reduce the relative volume so that the two sounds have similar
amplitudes in this sound component you can see we have a sound type and these
are both already set to SFX which is what we want and these relate to the
volume levels of our game so if I just run the game and I press escape or click
on this menu button because we're using the default menu interface we get this
options menu and here we can change the volume levels of speech music and sound
effects so by using this sound component were able to automatically connect the
volume levels now if I wanted to add some effects or anything like that to
some of our sounds we'd want to make use of unities audio mixer system so while
the sounds will play at the moment we might want to do some effects to them in
the future so what I'm going to do is have these sounds playing via audio
mixer groups if I go to the game editor and then the settings manager scrolling
down to audio settings we have this volume controlled by field set to audio
sources if I change this to audio mixer groups we now have quite a few new
fields appear and we basically need mixers and attenuation parameters for
each of the three sound types I'll go back to the my 2.5 D game folder
right click and choose create audio mixer I'll name this master because all
of our groups are going to be children of this double-clicking brings up the
audio mixer window and then I'll create three new groups by clicking the plus
icon next to groups I'll rename the first music the second speech and the
third one SFX but I don't want these to be
parented to one another so I'll just to make these all shared children of the
master I can then drag these into the audio settings fields so speech music
and SFX and then going on to these attenuation parameters this is basically
how adventure creator controls the volume of each so we have this music
volume parameter we need to define so with my music group selected I'm going
to go to its inspector and right click on volume and choose expose volume of
music to script I'll do the same for each of these and I can then rename
these in the audio mixer window so my exposed paramah I'll change to music volume
I changed the volume of SFX to sfx volume and the last two speech volume if I then play the scene move the audio
mixer up to maybe over here you can see that we're now playing sound effects via
that audio mixer group let's do something a little bit different now and
go and add a stealth mechanic to our game now this is still going to be a
traditional point-and-click adventure game we're only going to be able to make
a very rudimentary system but inside the Worf characters and an animation folder
you can see we have a humanoid Crouch model file and if we expand that we've
got a number of crouching animations so let's make use of some of these I'll
double click on my human animator controller to bring up the window and we
still have our locomotion blinked reopen I'll go back to the base layer and I'll
create a new blend tree I'll rename this blend tree crouching and in fact I'll go
back to our original locomotion blend tree and rename that standing double
clicking on this new blend tree and selecting the blend tree in the middle
here I'll create another couple of motion fields the first of these are
assign humanoid crouch idle and the second humanoid Crouch walk and again
this is all tied to the move speed parameter but the move speed when
walking is going to be about 0.5 which is a little bit slow here so what I'll
do is uncheck automate thresholds and change the threshold for the walking
animation 2.5 going back to the base layer I'm going to create a boolean
parameter that determines which of these two blend trees are playing so I'll
click on the plus icon create a new ball name this
in stealth mode and then right-click choose make transition from standing to
crouching and do the same thing for crouching to standing I'll select each
of these in turn and change the condition to in stealth mode and for
standing to transition to crouching we're going to have in stealth mode be
true I'll uncheck exit time and for the crouching to standing transition again
I'll uncheck has exit time and I'll create a new condition in which in
stealth mode is now false and we can test this out so far by just running the
game I'll select the girl again to bring up the animator window that's live I can
just click on the in stealth mode checkbox and you can see she's now
crowding around if I uncheck she'll go back to walking so let's add a means of
toggling of the stealth mode by pressing a button on the keyboard we can have
adventure creator respond to key presses by creating active inputs if I got to
the top toolbar and choose adventure creator editors active inputs editor
will then get the active inputs window I'll click on create new active input
and I'll give this the name stealth the input button will be stealth mode and
will have to define this and this button doesn't exist yet so let's make it now I
can go up to edit project settings I'll dock the project settings window over
here and then select on input if you are using unity 20 18.2 or earlier you can
do the same thing by going to edit project settings and then input I'll
expand the axes and create a new axis by increasing the size by one
I'll not name this new input stealth mode which matches up with the input
button in our active input list I'll set the button to tab and then close we have
some more properties for our active input this is going to be a button it's
enabled by default and it will be available when the game is normal and
this refers to normal gameplay so it's not going to work during a cutscene we
can define an action list when this is triggered by clicking on create and you
can see we have active input stealth assigned in the field that's placed here
in my project window I'll just drag it into the my 2.5 D game folder and if I
double click on it we can get the Action List editor for this action list so this
is going to run whenever we press the tab key now we can use the character
animate action with his player checked to change the values of our parameters
so we can use this to change the in stealth mode parameter but we need a way
of determining what mode we're in so we're going to do that with a variable
and if I go to the AC game editor and click on the variables tab you can see
we have a section for global and for local I'll click on create new global
variable and I'll name this is in stealth mode the type is going to match
the parameter in the animator it's going to be a boolean and it's going to be
false or unchecked by default go back to the action list editor let's change this
action to a variable check action and you can see because we only have one
variable to find this is already set up for us so it's going to be comparing is
in stealth mode to the entered value we're going to be checking if it's true
so if it is we're first of all going to set it to false
so from this output socket and I'm choosing the top of these two because if
it's true the condition will be met and then what we're going to do is set it to
false and we can set it to false by changing the action type to variable set
and you can see it's already done for us is in stealth mode is going to be set to
false on the other hand if this variable check checks that the variable is set to
false we're going to want to set it to true so I'm going to make another
variable set action this time coming out of the is condition is not met socket
and this time I'm going to set the statement to true and after both of
these will then run a character animate action to update the animators parameter
so starting with this chain here on the left I'm going to make a new action
choose character animate we'll be animating the player and changing the
parameter value of let's just make sure we get the name right in stealth mode so
I'll type in stealth mode as the name of my parameter to affect the parameter
type is a bull and the setters value will check so it will set the value to
true we're going to do the opposite here so I'll just in fact copy this right
click and choose paste copied action this time I'll uncheck setters value and
connect that with the previous variable set we can now run the game and if I
press the tab key she toggles between crouching and
standing again you can see that the menu button is flickering on and off so I'll
just go back to this action lists properties and set the wind running
field to run in background a stealth mechanic isn't really complete
until we actually have someone to hide from it's all gonna be hiding from an
NPC we've got some graphics for him in tutorial files Worf characters and then
guy I'll drop him into the scene and he also has his own material that I get
from his materials folder and then just drag onto his model going to his
inspector and finding his animator we're going to recycle the human animator
controller we made so I'll click on controller and select human and that'll
mean that he has access to the standing and crouching animation blend trees we
already made as well as the parameters we defined again we can use the
character wizard to convert him into an NPC so I'm going to go up to the top
toolbar and choose editors character wizard choose next our base graphic is
there's going to be a player or an NPC this is going to be an NPC the
character's name is going to be this am Steve and we then just assign this model
file from the hierarchy into the field it's guessing here that we're using
mekin which is correct so I'll choose next
again and finish and it's now been turned into an NPC again we need to
tweak some of these components a little bit now he's got a capsule Collider
that's a little bit wrong I could replace this with a character controller
as we did the player but actually he's not going to be moving around so I'm not
going to be too worried about that where we're going to put him is up along the
plaza so I'm going to open the cameras game cameras folder select Plaza can and
then click on set as active and on a place in around here so that he's not
going to spot the player so long as they're crouching because of this wall
in between them so I'm moving - around here a little bit lower down and then turn so he's facing the steps you can see that he's off the navmesh
here we don't need him to be on the navmesh but because he has a rigid body
I don't him to fall down to you to gravity so I'm just going to make a new
plane by going to create 3d object plane I'll just move it so that it's
underneath him maybe shrink it down a bit
and there's a loss I mean that he gets a little bit of a shadow as well so maybe
that's about right and then I'll set the mesh renderer of this plane I'll set the
material to Matt shadow which is what we're also changing the the Worf floor
here - I'll move his object into the NPC's folder and then throw his
inspector we can see down at the bottom here he has a hotspot component which
combined with his Collider makes him interactive now we're not going to add
very much interactivity we'll just have it so that the player says something if
we click on him so I'll create a new use interaction the cursor icon
I'll set to look at the player action maybe just turn to face and then I'll
click on create besides interaction to make a new one click on the node icon to
edit it and this will just be a simple dialogue
play speech action in which the player by checking player line is able to say I
better keep out of his way let's test our progress and if I double-click to run up steps
actually it seems he's a he's in the view of the steps here actually so let's
come back into edit mode make the steps cam active and I'll select both him and
his plane move it maybe just a little bit out of view how
does that look from the view of the plaza again yeah we can still see him
and I'll also just move this plane into the sector on which we folder and I'll
just rename it to maybe NPC floor so again just running the scene to test
it I can to the top of the steps here and I can hover over it says look at
Steve and the girl says I'd better keep out of his way so let's do just that so
we want the NPC to basically detect if the player is walking past him in his
line of sight and we're going to cheat a little bit we're not going to actually
physically check any kind of line of sight or anything like that we're just
going to make use of a simple trigger in the AC game editor I'm going to go back
to the scene manager once more and create a new trigger and I'll name this guard spotter and I'll place it up at
the top of the steps here in fact I will enable gizmos just for a moment inside
my game window stretch it out so that it covers the whole width of the walkable
area and looks about right and then go into its inspector we want this to
basically run all the time so I'm going to have the trigger type set to
continuous and what it's going to be doing is checking the state of our
variable but because it's going to be running all the time we don't want it to
interrupt gameplay so I'm going to change the wind running field to run and
background and let's say the player is around here
at the bottom of the plaza and we click on the hot spot to go down the steps we
want this to interrupt that so if the players walking over to the hot spot
we're going to want the trigger to kick in so to do that whole check cancels
interactions we can then start working on the actions themselves so opening up
the action list editor I'm going to make this a variable check action in which
again we're checking the state of the in stealth mode variable and if it's true
which is what this condition is already set to we don't want anything to happen
we only want something to happen if the condition is not met so if we are not in
stealth mode and in this case we want game play to end we want to make a non
interactive cutscene but this trigger itself is running in the background so
we're going to run a new action list and we can do that by changing the if
condition is not met field to run the cutscene it will then give us a cutscene
to run field I'll click create to make a new one and I'll rename this cutscene guard sees player and you can see that
this cutscene is set to pause gameplay so editing guard sees player I'm going
to first of all stop the player from moving and that'll be with a character
move a long path action in which the player has a move method of stop moving
and will then have a character face objects action in which will get the
player to face the NPC so I'll check effect player facing with her body and
the object to face will be the guy NPC I'll check wait until finish and then it
will have another dialogue play speech action and this time it's going to be
the guard speaking so the speaker is going to be guard
and his line text will be hold it right there and because we've sort of failed
this little minigame we're going to place the player back down at the start
so we're going to teleport the player and cut the camera so next we'll make a
object teleport action will be teleporting the player and teleporting
her back to the default player start so default player start copy the rotation
of that player start and we'll also make another camera switch action in which
the new camera is Waterfront can let's test this out now we can exit to the
steps I'll run up to the plaza and before I do so I'll just press tab to go
into stealth mode and here we are able to sneak around if I press tab again to
come out of it the guard spots us and we're sent back to the beginning let's
work on making a few improvements to our interface right now we're using the
default adventure create interface which means that we have this menu button down
the below left and if I hover over the top portion of the screen I can access
the inventory since we're not using any inventory items in this tutorial I'll
remove this and replace it with a button that allows us to toggle our stealth
mode without having to press on the keyboard we can edit our interface by
going to the menu manager in the AC game editor and at the bottom you can see we
have a list of all of the menus that make up our interface and if I select
for example inventory you can see it previewed in the game window further
down we now have our properties for the inventory menu and you can see that its
source is set to adventure creator alternatively we can render this with
unity UI in which case we'll be relying on a UI canvas instead of this built-in
rendering system I can prevent this inventory from showing by checking start
game locked off now I'll create a new menu to house the toggle stealth button
so I can click on create new menu I'll give it the name stealth mode I'll leave
its source as adventure crater only for the moment going down I'll set its
appear type to during gameplay and this will prevent it from showing whenever
we're in a cutscene or the game is paused and you can see because we're
previewing an adventure creator menu we've got this little yellow preview box
here in the middle currently it's just an empty box because we don't have
anything to display so from the list of elements I'm going to choose button and
then add new and you can see this has now been updated to show our new button just like the menu we have a number of
properties for this element I'm going to set the button text to toggle
stealth mode and it's click type is set to run action list and what we're going
to do is have it run the same action list the triggers whenever we press the
tab key and that is active input underscore stealth I'm not worried too
much about the design right now but let's just quickly test the scene and
see what happens so we now have toggle stealth mode
appearing and if I click on it then the player will do just that
so let's make this look a little bit fancier and really this adventure
creator source option is best used for prototyping and getting an interface up
and running quickly for real fine-tuning over a menus
display we're going to want to use unity UI so first of all I'm going to set this
source option to unity UI prefab you can see the preview then disappears and
we've replaced with linked canvas prefab and rect transform boundary fields here
in the menus properties so we're going to create a new unity UI canvas and
connect these up so that I don't interfere with anything else in my scene
I'm going to do this from a new scene so I'll go to file new scene and then in my
hierarchy I'm going to choose create UI button this has made a new canvas with a
button inside I'll enable 2d viewing mode and if I double click on the button
and come out of it we can see it's kind of below the camera
so let me just place it up in the upper left corner now this isn't going to be a
tutorial on working with the unity UI as such but I will make a few changes to
make it fit in with the rest of the interface let's go to the buttons image
component and make it say transparent black I'll go to the text component and
make the text color white and change the font to chalk five and I'll enter the
text as um toggle stealth finally I'll rename the canvas to stealth UI and
because we're going to be spawning this in every scene we're going to make this
a prefab so that adventure creator can do this automatically so I'll pick this
and drag it into my mighty point-five decaying folder and then going back to
the menu manager I can now assign this stealth UI prefab into my linked canvas
prefab field we next have a rect transform boundary which is not really
essential in this instance but it's important to set whenever we want to
reposition the menu at runtime and this is essentially just a rect transform
that spans the whole interactive area of the menu that is actually the button
that takes up the same space and there's a couple of ways I can assign it now
that we have unity 20 18.3 I can either assign it from a scene instance and you
can see that this has updated with a recorded constant ID label here the
number here is 6 6 to 8 but that'll be different for you but the important
thing is that if we go back to the button you know I've seen it's been
updated with a constant ID component with a value that matches the same thing
and because we're working on a scene instance and not the prefab I just need
to go back up to the root object and make sure that these changes are applied
back to the prefab let's now assign the button and scrolling down to the button
properties you can see that this has been changed also to provide a linked
button field and to demonstrate a different way of doing this in unity 20
18 point 3 which has a new prefab system I can double click on the stealth UI
prefab and assign the button from prefab mode coming out of that I'll load up my
Worf scene and if we run it will now get our toggle stealth mode button up here
and I can click on this to toggle crouching this tutorial by acting as though we
were making a proper game here and at the ability to translate our game if we
wanted to before can translate our game we need to ensure that all of the game's
text is gathered up and record it and to do that we'll first have to include this
scene in the build settings I can do this by going to file build settings and
then clicking add open scenes to add this scene to the build I have a empty
scene here so I'll just remove that and we can now gather up the text by going
to the speech manager and scrolling down to the bottom we have a section for
languages and we have original language here and we can create a new translation
but we're getting this warning saying no text has been gathered for translations
so that's exactly what I'm going to do underneath game text I'll click gather
text will then be warned that we should probably back up our scene and so on
beforehand I'm just going to assume that everything will be right
I'll press ok and once the process has been completed we'll be told we've had
some lines added and we can use these filter boxes to review them so right now
we're looking at speech and the scene the filter if I just change it to any or
no scene you can see that we've got the two lines of dialogue that we've already
written we've got the text the scene and the speaker as well as information about
any audio file that we'd have to create if we wanted to speech audio to be
present in our game going back up to languages I could now click on create
new translation for example I'll name this French and if I then go back down
to this speech line you can see we now have a French translation box that we
could either edit here or export this all into a CSV file and we can do that
by going up to language number 1 French clicking on this cog icon to the right
and choosing export that would then create a
spreadsheet that we could then re-import back into this speech manager to update
all of our French text at once another handy feature is that we can prevent the
original language from showing at runtime so here we have the original
language and I'll check don't use it run time and if I rename this French
translation to say English this will still be a copy of our games original
text but the actual text that we entered into for example our dialogue place
speech actions will not be used so we can just edit all of our games text here
in the speech manager so we're just about ready to wrap this up but one
thing I want to just touch on is the save system and because we're using the
default interface that means we can go to the pause menu here and we can use
this to save and load our game so what I'll do is make this seem compatible
with the save system and this basically comes down to flagging up different
objects with the kind of data that need to be saved for example we want to save
which of our cameras is active and we want to save the state of the players
animator component because we're changing that when we toggle stealth
mode now it is important to go through the manual and go through the saving
chapter because there might be a few cases where you need to do it manually
but for the most part we can automate this just by going up to the settings
manager and underneath save game settings I can click on auto add save
components to game objects and again will be asked to back up our project and
make sure everything is saved I press ok and it will then go through and flag up
all of the objects correctly or at least it should do so let's just test it out
and maybe if I just move over here I'll open
up the pause menu and save in slot 1 I get up halfway up the steps
toggle stealth mode and save into slot 2 so if i load back into slot 1 you can
see the player and the camera are correctly loading well that about wraps
it up for this tutorial I hope people found it useful and thank you for
watching