Adventure Toolkit Reference Manual

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The Adventure Toolkit
Reference Manual
Version 1.5 – Sept 2017
© Glenn Storm All Rights Reserved.

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Contents
Introduction .................................................................................................................................................. 4
How To Use This Reference .......................................................................................................................... 5
Action Tools
Aim Lock ........................................................................................................................................... 6
Animation Series .............................................................................................................................. 7
Light Fader ....................................................................................................................................... 9
Material Fader................................................................................................................................ 11
Material Trigger ............................................................................................................................. 13
Material Warper ............................................................................................................................ 14
Mover Series .................................................................................................................................. 15
Mover Single .................................................................................................................................. 17
Object Tether ................................................................................................................................. 19
Parent Trigger ................................................................................................................................ 20
Particle Trigger ............................................................................................................................... 21
Render Trigger ............................................................................................................................... 22
Spawn Trigger ................................................................................................................................ 24
Sprite Animator .............................................................................................................................. 25
Teleport Trigger ............................................................................................................................. 26
Texture Animator ........................................................................................................................... 27
Time Dilator ................................................................................................................................... 28
Volume Thruster ............................................................................................................................ 29
Audio Tools
Audio Fader .................................................................................................................................... 30
Audio Series ................................................................................................................................... 31
Audio Single ................................................................................................................................... 33
Music Manager .............................................................................................................................. 34
Music Trigger ................................................................................................................................. 35
SFX Object ...................................................................................................................................... 36

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Cinematic Tools
Camera Manager ........................................................................................................................... 37
Camera Shaker ............................................................................................................................... 39
Camera Zoomer ............................................................................................................................. 41
Captions Manager .......................................................................................................................... 42
Captions Trigger ............................................................................................................................. 44
Movie Trigger ................................................................................................................................. 45
Overlay Fader ................................................................................................................................. 46
Event Tools
Cheat Manager .............................................................................................................................. 48
Counter Trigger .............................................................................................................................. 49
Distance Measure .......................................................................................................................... 50
Economy Manager ......................................................................................................................... 51
Economy Trigger ............................................................................................................................ 54
Event Manager ............................................................................................................................... 56
Event Series .................................................................................................................................... 57
Event Single .................................................................................................................................... 58
Input Relay ..................................................................................................................................... 60
Interval Trigger ............................................................................................................................... 61
Logical Trigger ................................................................................................................................ 62
Look At Trigger ............................................................................................................................... 63
Math Relay ..................................................................................................................................... 64
Random Trigger.............................................................................................................................. 66
Script Trigger .................................................................................................................................. 67
Spawn Life ...................................................................................................................................... 69
Tool Setup ...................................................................................................................................... 70

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Interaction Tools
HUD Manager ................................................................................................................................ 72
HUD Trigger .................................................................................................................................... 74
Log Trigger ..................................................................................................................................... 75
Menu Manager .............................................................................................................................. 76
Menu Trigger.................................................................................................................................. 80
Type Box ......................................................................................................................................... 81
Scene Tools
Loading Screen Switch ................................................................................................................... 83
Lock Game Object .......................................................................................................................... 84
Options Manager ........................................................................................................................... 85
Scene Attraction............................................................................................................................. 86
Scene Manager .............................................................................................................................. 87
Scene Trigger.................................................................................................................................. 90
Screenshot Manager ...................................................................................................................... 91
Singleton By Name ......................................................................................................................... 92
Tool Index.................................................................................................................................................... 93

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Introduction
Congratulations on purchasing the Adventure Toolkit for Unity! The tools available to you now will
provide access to the most commonly needed game functions and dynamics for your games. With them,
anyone can build a fully functional game prototype with little or no custom programming required.
For artists and designers, this allows the game to come together in a way that best shows off your work,
without having to hire a programmer, or spend time building your own codebase. For programmers, this
toolkit can easily serve as an accompaniment to your work; either as an extension of your code or as a
safe and reliable way to allow non-programmers on your team to contribute game functionality and
dynamics that work alongside your code without interference.
These tools are designed to be flexible, fast and easy-to-use. This reference is here to help you see the
tools in detail; their description, their purpose and their properties. You will want to continue to refer to
this manual as you become accustomed to the toolkit, and how to implement the variety of dynamics
they offer for your game development.
To get started right away, follow the installation instructions found in the ReadMe file. Then, open Unity
to confirm the availability of the Adventure Toolkit, under the Component menu. At that point you’re
ready to start making tools. To make a tool, simply create a new game object and add one of the tool
components to it. From there, you can configure the tool to your liking in the Inspector panel.
Tools work as long as they are active and the tool components are enabled. You’ll know the tool object
is active by the non-grey appearance of the object in the Hierarchy panel. You’ll know the tool
component is enabled by the check mark found in the top left corner of the Inspector panel, when the
tool is selected. This simple method of tools working when active and enabled means that they can be
toggled active, or ‘triggered’, to function at meaningful times. This method follows standard procedure
for stock tools available in Unity, such as the Activate Trigger tool, and will work seamlessly alongside
them. Note: Tools that are children of disabled objects are automatically disabled. In cases such as this,
make use of enabling disabled components to trigger the tools, in order to keep parent objects active.
Multiple tools, each handling different tasks, can refer to each other and trigger each other, to form
more and more complex constructs called trigger systems. These trigger systems can be rather simple,
to control something like a gate opening after a player walks into a collision object, or very complex,
such as one to control a full cinematic sequence with effects, dialog and character animations. Because
the tools are modular, they work together seamlessly, and because they are atomic, and only handle
one specific task or dynamic, when working together in a trigger system they are endlessly flexible.
While the primary focus of this toolkit is to provide the most common dynamics found in popular action
adventure games, they can be used in any game or simulation where you want to control various
actions, audio, cinematics, events, interactions and scenes.
After you begin experimenting with these tools, you will find them to be helpful, easy-to-use, reliable,
flexible, and a joy to work with. So, get started and have fun making games!

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How To Use This Reference
This reference contains information on each tool in the Adventure Toolkit. The tools are listed in groups
here to match the groups found in Unity. Those tool groups are Action, Audio, Cinematic, Event,
Interaction and Scene. For an alphabetical listing of the tools, see the Tool Index at the end of this
reference.
The information on each tool includes the tool name, description and purpose as well as details on each
editable property you will see in the Inspector panel. The tool description will detail the functionality of
the tool, while tool purpose will give a general usage description, often with example case uses.
Property details include the name of the property, the type of data the property represents, and a
formal description of the property. Below is a table of some common data types used in this reference,
although there are many others, including Material, Animation Curve, Audio Clip, references to other
tool components, etc.
Data type
bool
int
float
string
GO
Color
Vector3

Full name
Boolean
Integer
Floating-point number
Alphanumeric character string
Game Object
Color (Red, Green, Blue, Alpha)
Three-dimensional vector (X,Y,Z)

Example of data type
Only True or False
3, 472, -10, etc.
0.0, 12.4, -5.326, etc.
‘cat’, ‘dog123’, ‘bark, bark.’ (without quotes)
- A game object reference in the scene or project - Any RGBA color value X:0.3,Y:-4.1,Z:2.5 (note that each value is a float)

Some tools use an array (or series) of properties grouped into classes. Class properties will be listed with
indentations to easily identify them from the other properties. After the class is defined, it will be listed
as the data type for another property in that tool.
As an example, the tool Input Relay uses an array of data called ‘inputs’, in which each element of the
array is a group of properties, a class, called InputPair. When the data type is listed for the property
‘inputs’, it includes square brackets to indicate this is an array of elements.
InputPair

class

someProperty

dataType

anotherProperty

dataType

…
inputs

InputPair[]

Some tools use properties with a set number of options called an enumerator, or enum, which will
appear as a pull-down menu in the Inspector. Like classes, enums will also be used as the data type for
some property of that tool.

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Aim Lock
Tool:

at_AimLock

Description:
Keeps the game object oriented towards a given target. Option to specify the ‘up’ vector.
Purpose:
To aim an object such as a camera at a particular target object.
Properties:
lookAtTarget

GO

The target object whose position will be the aim of this object at runtime.
upVector

Vector3

The direction expressing upwards with respect to freedom of rotational movement on this aim
lock. (Default: Vector3.up)
useTurnSpeed

bool

If true, this object will rotate towards the Look At Target based on the Turn Speed. If false, the
rotations will happen instantly.
turnSpeed

float

The rate at which this object will rotate towards the Look At Target, expressed as radians per
second. This value is ignored if Use Turn Speed is false.
useFixedUpdate

bool

If true, this tool will update based on a fixed measure of time, used just prior to physics updates
on Rigidbody objects. If false, this will be updated each frame, which is variable and can be
slightly out of sync with physics.

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Animation Series
Tool:

at_AnimationSeries

Description:
Provides an animation schedule for the given game object. Can specify animations, timing,
loops, blending and optional game object to activate upon animation completion or series
completion.
Purpose:
To make a character or other animation-enabled object play animations in sequence at runtime.
Properties:
AnimStep

class
string

stepLabel

Optional name of this animation step. This will overwrite the generic 'Element' default label.
AnimationClip

animClip

The animation clip to use during this animation step.
bool

noBlend

If true, will switch to the next animation step abruptly. If false, will cross fade in transition to the
next animation step.
int

loops

The number of times to repeat the animation clip.
GO

activateOnStep

Optional object to activate upon start of this animation step.
targetGO

GO

The object whose Animation component will drive this animation sequence.
animSeries

AnimStep[]

The list of steps in this animation sequence.

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defaultIdle

AnimationClip

Optional looping animation clip to blend to and from during delays and after the sequence is
complete.
startDelay

float

Time in seconds from activation of this tool until the sequence starts.
maxStartDelay

float

An optional Start Delay defining an upper limit, a range to choose from randomly.
continuousLoop

bool

If true, will repeat the animation sequence once it has completed.
activateOnComplete

GO

Optional object to activate upon completion of the animation sequence.
resetOnComplete

bool

If true, will deactivate this game object upon completion of the series. If false, this component
will be disabled instead. However, if Continuous Loop is true, this control will be ignored.
useFixedUpdate

bool

If true, this tool will update based on a fixed measure of time, used just prior to physics updates
on Rigidbody objects. If false, this will be updated each frame, which is variable and can be
slightly out of sync with physics.

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Light Fader
Tool:

at_LightFader

Description:
Fades light intensity values on given light game objects either up or down. Options include
control over interpolation via animation curve.
Purpose:
To fade lights up or down, or to cross-fade lighting.
Properties:
FadeGroup

class
string

eventLabel

Optional name of this fade event. This will overwrite the generic 'Element' default label.
GO[]

lights

A list of lights to fade as a single group.
float

targetIntensity

The Light Intensity this group will fade to. Each Light Object in this group will fade from the same
intensity value, that of the first Light Object. Typically, lights should therefore be grouped if they
are intended to share the same intensity value when this Fade Event begins.
float

delay

Time in seconds from beginning of this Fade Event until the fade starts.
float

duration

The duration of the fade in seconds.
fadeInterpolation

AnimationCurve

Optional rate of fade over time. If not defined, will interpolate linearly.
fadeEvents

FadeGroup[]

A list of light fade events to perform in sequence.
activateOnComplete

GO

Optional object to activate upon completion of all Fade Events.

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resetOnComplete

bool

If true, will deactivate this game object upon completion of all Fade Events. If false, this
component will be disabled instead.

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Material Fader
Tool:

at_MaterialFader

Description:
Transitions the color on a given object’s material to a specified color over time.
Purpose:
To fade a given object to a particular color, or to fade it in or out by fading the alpha channel.
Properties:
FadeChannel
All
Alpha
Colors
RedOnly
GreenOnly
BlueOnly
FadeDetail

enum
Fade red, green, blue and alpha together.
Fade only the alpha channel.
Fade red, green and blue together.
Fade only the red channel.
Fade only the green channel.
Fade only the blue channel.
class

targetLabel

string

Optional name of this material fade. This will overwrite the generic 'Element' default label.
materialSlot

int

The material slot to fade.
fadeChannel

FadeChannel

The channels of color to fade.
fadeColor

Color

The color to fade to.
fadeDelay

float

Time in seconds from activation of this tool until the fade begins.
fadeDuration

float

The duration of the fade in seconds.

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fadeInterpolation

AnimationCurve

Optional rate of fade over time. If not defined, will interpolate linearly.
fadeObject

GO

The object whose Mesh Renderer or Skinned Mesh Renderer will fade. If none is specified, this
game object will be used as the Fade Object.
fadeTargets

FadeDetail[]

A list of material targets to fade between in sequence.
activateOnComplete

GO

Optional object to activate upon completion of all Fade Targets.
resetOnCompelte

bool

If true, will deactivate this game object upon completion of all Fade Targets. If false, this
component will be disabled instead.

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Material Trigger
Tool:

at_MaterialTrigger

Description:
A material switcher to override prefab/mesh texture configurations at runtime. Configurable
mesh, material and material slot reference.
Purpose:
To specify arbitrary material configuration on prefab characters or miscellaneous game objects.
Properties:
MaterialSwap

class
string

swapLabel

Optional name of this material swap. This will overwrite the generic 'Element' default label.
GO

swapObject

The object whose material is to be swapped when this tool is activated.
swapAllChildren

GO

If true, will perform this Material Swap on all of the Swap Object children instead.
Material

swapMaterial

The material to swap to.
int

materialSlot

The index to swap within the Materials list found on the renderer of the Swap Object. Like all
arrays, the first element has an index of zero.
matSwaps

MaterialSwap[]

A list of material swaps to perform.
resetOnComplete

bool

If true, will deactivate this game object upon material swap and respect the swap upon reactivation. If false, this component will be disabled instead.

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Material Warper
Tool:

at_MaterialWarper

Description:
Animates the texture of a material in a cycle over a specified time, in tile scale or offset position.
Purpose:
To move the texture of a material in texture space over time, and make static textures appear
fluid or otherwise dynamic.
Properties:
AnimationCurve

warpTileX

The change in X scale value of the tiling for the material over time.
AnimationCurve

warpTileY

The change in Y scale value of the tiling for the material over time.
float

warpTilingCycle

The time in seconds is takes to loop through the values for warp tile scale.
AnimationCurve

warpOffsetX

The change in X position value of the material, as an offset of the source texture, over time.
warpOffsetY

AnimationCurve

The change in Y position value of the material, as an offset of the source texture, over time.
warpOffsetCycle

float

The time in seconds it takes to loop through the values for warp offset position.
randStartOffset

bool

If true, the tile and offset values will be randomized at scene start. If false, they will start at their
beginning curve value.

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Mover Series
Tool:

at_MoverSeries

Description:
Will move a game object to a series of target game object locations, orientations and/or scales
in sequence. Options include delay, duration, separate ease in and ease out, lock rotation Z at
zero, use shortest rotation, game object activation upon completion, and smoothing out series
movement.
Purpose:
To move an object in the scene from a set position, orientation and/or scale through those
defined by multiple target game objects.
Properties:
SimpleMove
moveLabel

class
string

Optional name for this move in the series. This will overwrite the generic 'Element' default label.
moveTarget

GO

The object whose transform represents the target position, rotation and scale of the move.
moveDelay

float

Time in seconds from activation of this part of the sequence until the move begins.
moveDuration

float

The duration of the move in seconds.
easeOut

bool

If true, the move will begin slowly.
easeIn

bool

If true, the move will end slowly.
useShortestRot

bool

If true, will rotate towards the target orientation in the shortest direction. If false, rotate by
interpolating axis degree values even if that is longer. (Default: true)

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bool

zeroRotationZ

If true, will keep rotation locked at zero along the Z axis. This prevents roll in a camera move, for
example. (Default: true)
moveObject

GO

The game object to move. If not defined, this game object will be moved.
sequence

SimpleMove[]

A list of moves to perform in sequence.
smoothPath

bool

If true, will smooth out corners in the translation path for this sequence. Move Targets between
the start and end of the sequence can be missed in this mode, as they only influence the path,
rather than define positional targets.
useFixedUpdate

bool

If true, this tool will update based on a fixed measure of time, used just prior to physics updates
on Rigidbody objects. If false, this will be updated each frame, which is variable and can be
slightly out of sync with physics.
activateOnComplete

GO

Optional object to activate upon completion of this sequence.
resetOnComplete

bool

If true, will deactivate this game object upon completion of the move series and replay the
series upon re-activation.

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Mover Single
Tool:

at_MoverSingle

Description:
Will move a game object to a target game object position, orientation and/or scale. Configurable
properties include delay, move time, ease in/out option, lock Z rotation at zero, use shortest
rotation, continuous movement, and reset on complete.
Purpose:
To move an object in the scene from a set position, orientation and/or scale to those defined by
a target game object.
Properties:
moveObject

GO

The game object to move. If not defined, this game object will be moved.
moveTarget

GO

The object whose transform represents the target position, rotation and scale of the move.
moveDelay

float

Time in seconds from activation of this tool until the move begins.
moveDuration

float

The duration of the move in seconds.
easeOut

bool

If true, the move will begin slowly.
bool

easeIn

If true, the move will end slowly.
shortestRotation

bool

If true, will rotate towards the target orientation in the shortest direction. If false, rotate by
interpolating axis degree values even if that is longer.
zeroRotationZ

bool

If true, will keep rotation locked at zero along the Z axis. This prevents roll in a camera move, for
example.
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continuousMove

bool

If true, will repeat the move cycle, including delay, and will accumulate all transforms.
useFixedUpdate

bool

If true, this tool will update based on a fixed measure of time, used just prior to physics updates
on Rigidbody objects. If false, this will be updated each frame, which is variable and can be
slightly out of sync with physics.
resetOnComplete

bool

If true, will deactivate this game object upon completion of the move and replay the move upon
re-activation.

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Object Tether
Tool:

at_ObjectTether

Description:
Define a distance between two game objects, and have the second pulled toward the first, if
outside that distance. Configurations for tension.
Purpose:
To tether the one object to another, and have it pulled as if by an invisible rope.
Properties:
tetherHitch

GO

The object whose transform represents the pulling end of this tether.
tetheredObject

GO

The object whose transform will be pulled by the Tether Hitch.
tetherLength

float

The length of allowable slack between the Tether Hitch and the Tethered Object, expressed as
distance. (Default: 5.0)
tetherTension

float

The tension of the tether that translates to the apparent stiffness of the tether. This value
represents how aggressively the Tethered Object will be maintained within Tether Length.
Typically, this is between zero and one. (Default: 0.1)
useFixedUpdate

bool

If true, this tool will update based on a fixed measure of time, used just prior to physics updates
on Rigidbody objects. If false, this will be updated each frame, which is variable and can be
slightly out of sync with physics.

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Parent Trigger
Tool:

at_ParentTrigger

Description:
Parents one object to another, with option to only parent and not inherit the parent's transform
position and rotation.
Purpose:
To modify the hierarchy and parent / child relationship for purposes of transform inheritance,
and/or to snap one object's position or orientation to another.
Properties:
targetGO

GO

The object whose transform will be parented to, and potentially snapped to match, the Target
Parent.
targetParent

GO

The object whose transform represents the target for parenting or snapping. If this is null, the
Target GO will be un-parented.
parentDelay

float

Time in seconds from activation of this tool until parenting operation occurs.
snapPosition

bool

If true, move the Target GO to match the position of the Target Parent. This is the same as
teleporting the Target GO.
snapRotation

bool

If true, rotate the Target GO to match the orientation of the Target Parent.
useFixedUpdate

bool

If true, this tool will update based on a fixed measure of time, used just prior to physics updates
on Rigidbody objects. If false, this will be updated each frame, which is variable and can be
slightly out of sync with physics.
resetOnTrigger

bool

If true, will deactivate this game object upon parenting and repeat the parenting upon reactivation. If false, will disable this component instead.

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Particle Trigger
Tool:

at_ParticleTrigger

Description:
A trigger for particle system objects that can play once, play loop or stop its emission.
Purpose:
To control a particle system emission while maintaining the active particles, even if stopped.
Properties:
ParticleAction
Play
Loop
Stop

enum
The particle emission will launch new particles as configured, setting Loop to false.
The particle emission will launch new particles as configured, setting Loop to true.
The particle emission will stop, but existing particles will continue their configured life.

particleSystemObject ParticleSystem
The particle system to trigger and act upon.
particleAction

ParticleAction

The action to perform on the Particle System Object.
actionDelay

float

The amount of time in seconds between the activation of this trigger and the action performed.
resetOnTrigger

bool

If true, this tool with be deactivated upon completion of the action. If false, this tool with be
disabled instead.

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Render Trigger
Tool:

at_RenderTrigger

Description:
Will transition the configured skybox and other render settings to those specified by this tool.
Purpose:
To fade the skybox, fog and ambient lighting to arbitrary settings at runtime. Note: This is not
intended for use with procedural skyboxes.
Properties:
fogSpecs

class
Color

fogColor

The target color of the fog.
FogMode

fogMode

The Fog Mode to use for the transition. (Default: FogMode.Linear)
float

fogDensityExp

The target value for the density of exponential fog.
float

fogNearLinear

The target value for linear fog near distance.
float

fogFarLinear

The target value for linear fog far distance.
changeSkybox

bool

If true, will blend the current skybox to Skybox Material.
skyboxMaterial

Material

The material to blend for the skybox.
changeAmbientLight

bool

If true, will blend the ambient light from the current color to Ambient Light Color.

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ambientLightColor

Color

The color to blend to the ambient light.
changeFog

bool

If true, will blend the fog values from the current to the Fog specifications.
fogSpecs

fog

Target fog settings for the blend.
changeDelay

float

Time in seconds from activation of this tool until the render settings blend will begin.
changeDuration

float

The duration of the render settings blend.

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Spawn Trigger
Tool:

at_SpawnTrigger

Description:
Will create copies of a given prefab at a target game object.
Purpose:
A prefab copier (or factory) to make objects appear in a scene at runtime upon trigger.
Properties:
spawnPrefab

GO

The prefab object to spawn, as a clone of the prefab reference. This object must be found in a
project folder called Resources to be accessible at runtime.
spawnTarget

GO

The object whose transform position, rotation and scale represent the target transform values
for the prefab to be spawned.
spawnName

string

The name to be given to spawned objects. If none is provided, the Spawn Prefab name will be
used with the suffix, “_spawn”.
lifespan

float

The time in seconds in which the spawned object will exist in the scene. If zero, the object will
be allowed to exist indefinitely.
maxAlive

int

The maximum number of spawned objects this factory will allow. If more are created, the oldest
will be destroyed. (Default: 1)
resetOnTrigger

bool

If true, will deactivate this game object upon spawning and repeat the spawning upon reactivation. If false, will disable this component instead.

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Sprite Animator
Tool:

at_SpriteAnimator

Description:
Will display a series of Sprites in sequence on a given Sprite Renderer object.
Purpose:
To play sprite animations. Options include setting frame rate and to loop sequence.
Properties:
animInterval

float

The time in seconds between frames of the sprite animation. (Default: 0.2 seconds)
animSprites

Sprite[]

A list of Sprites to be displayed in sequence.
spriteRenderer

SpriteRenderer

The Sprite Renderer to display this animation. This renderer should be set to the first Sprite of
the sequence.
bool

loop

If true will continue to repeat this animation sequence from the beginning. If false, will stop
once the sequence is complete.
activateOnComplete

GO

Optional object to activate upon completing the sequence.
resetOnComplete

bool

If true, will deactivate this game object upon completing the sequence and replay the sequence
upon reactivation. If false, this component will be disabled instead. However, if Loop is true, this
control will be ignored.

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Teleport Trigger
Tool:

at_TeleportTrigger

Description:
Will teleport a game object, namely the player avatar, to a specified location.
Purpose:
To teleport objects to an arbitrary position and orientation.
Properties:
teleportObject

GO

The object to be teleported.
teleportTargetObject

GO

The object whose transform represents the position and potentially the rotation for the teleport
event.
teleportDelay

float

Time in seconds from activation of this tool until the teleport event occurs.
ignoreRotation

bool

If true, the Teleport Object will not be rotated to match the orientation of the Teleport Target
Object.
useFixedUpdate

bool

If true, this tool will update based on a fixed measure of time, used just prior to physics updates
on Rigidbody objects. If false, this will be updated each frame, which is variable and can be
slightly out of sync with physics.
resetOnTrigger

bool

If true, will deactivate this game object upon teleport and repeat the teleport event upon reactivation. If false, will disable this component instead.

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Texture Animator
Tool:

at_TextureAnimator

Description:
Will play a series of Textures in sequence on a given Material.
Purpose:
To play texture animations. Options include setting frame rate and to loop sequence.
Properties:
animInterval

float

The time in seconds between frames of the texture animation. (Default: 0.2 seconds)
animTextures

Texture[]

A list of Textures to be displayed in sequence.
animMaterial

Material

The Material to display this animation. The base texture for this Material should be set to the
first Texture of the sequence.
bool

loop

If true will continue to repeat this animation sequence from the beginning. If false, will stop
once the sequence is complete.
activateOnComplete

GO

Optional object to activate upon completing the sequence.
resetOnComplete

bool

If true, will deactivate this game object upon completing the sequence and replay the sequence
upon reactivation. If false, this component will be disabled instead. However, if Loop is true, this
control will be ignored.

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Time Dilator
Tool:

at_TimeDilator

Description:
Temporarily adjusts the scale at which time progresses.
Purpose:
To present slow motion or fast motion effects at runtime.
Properties:
timeDilation

float

The rate at which time till appear to pass, expressed as a number that is more than zero, where
standard time is equal to one.
timeDilationDelay

float

Time in seconds from activation of this tool until time is dilated.
timeDilationDuration float
The duration of the time dilation event in seconds. The duration value will represent real world
time if Dilate Duration below is true.
dilateDuration

bool

If true, the duration specified above will be automatically scaled by Time Dilation at runtime, so
the Dilation Duration value as configured can represent time in real world seconds. If false, the
duration of the Time Dilation event itself will be dilated. (Default: true)
resetOnComplete

bool

If true, will deactivate this game object upon completion of the time dilation event and repeat
the event upon re-activation. If false, will disable this component instead.

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Volume Thruster
Tool:

at_VolumeThruster

Description:
Applies thrust within this game object’s collision volume, based on given world space vector and
magnitude, to valid colliding game objects.
Purpose:
To push, nudge or launch physics-enabled game objects, such as character controllers. Note:
This game object must have a collider component set to isTrigger = true
Properties:
thrustVector

Vector3

The direction of thrust to apply to valid Rigidbody colliders or character controllers that fall
within this tool's Collider. If this is zero, will radiate thrust from the center of this object.
(Default: Vector3.up)
useLocalSpace

bool

If true, will orient the thrust vector based on the local rotation of this game object. If false, the
thrust vector will be based on global space.
thrustMagnitude

float

The amount of thrust to be applied in the direction of the Thrust Vector or radially if zero,
expressed as distance per frame.
validCollider

GO

Optional reference to a specific object to allow, to the exclusion of all other colliders. If this is
null, any Rigidbody collider or character controller will be considered valid. Note Rigidbody and
character motor components handle gravity in independent ways and differ by default settings.

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Audio Fader
Tool:

at_AudioFader

Description:
Will transition the volume of audio sources on a game object to a specified volume.
Purpose:
To fade volumes of audio objects up or down.
Properties:
audioObject

GO

The object whose Audio Source volume values will be faded. The volume will fade from a single
volume value, the first one found. Typically, audio objects should therefore be grouped if they
are intended to share the same volume value when this Fade Event begins.
fadeAllChildren

bool

If true, will fade all found Audio Sources on children of the Audio Object. If false, will simply
adjust Audio Sources on the Audio Object.
targetVolume

float

The volume value to fade to. This must be a value between zero and one.
fadeDelay

float

Time in seconds from activation of this tool until the fade event occurs.
fadeDuration

float

The duration of the fade in seconds.
fadeInterpolation

AnimationCurve

Optional rate of fade over time. If not defined, will interpolate linearly.
resetOnComplete

bool

If true, will deactivate this game object upon completion of the fade event and repeat the event
upon re-activation. If false, will disable this component instead.

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Audio Series
Tool:

at_AudioSeries

Description:
Plays a series of audio objects (game objects with Audio Source components), with optional time
padding at start and in-between. Options to activate an object at the end of the series, and to
parent the audio object to another game object (like the player avatar).
Purpose:
To play a series of audio objects, automatically timed to the length of each clip. A simple way to
present dialog in cinematic sequences.
Properties:
class

Step

string

stepLabel

Optional name for this step. This will overwrite the generic 'Element' default label.
GO[]

audioSequence

A list of audio objects to activate in sequence. An audio object is simply a game object with an
Audio Source component.
float

timePadding

Time in seconds between activation of each audio object in the Audio Sequence. Note all audio
objects will be deactivated upon activation of this tool, if they are not already.
GO

activateOnStep

Optional object to activate upon reaching this Audio Step.
GO

audioParent

Optional object to parent audio objects to, and define position for, when first activated.
audioSteps

Step[]

A list of audio objects to play in sequence.
activateOnComplete

GO

Optional object to activate upon completion of this audio series.

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resetOnComplete

bool

If true, will deactivate this game object upon completion of the series and repeat the series
upon re-activation. If false, will disable this component instead.

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Audio Single
Tool:

at_AudioSingle

Description:
Delays the start of an audio play and/or delays the loop of an audio source on this game object.
Options to specify range of random loop delay, and to specify a range of variation in pitch.
Purpose:
To have an audio source offset in time, or to make a looping audio source vary each loop in pitch
or time. In other words, to make a looping audio clip not immediately recognizable as looping.
Properties:
startDelay

float

Time in seconds from activation of this tool until audio play.
loopDelay

float

If the Audio Source component Loop property is true, this value is the time in seconds between
plays of the audio clip.
maxLoopDelay

float

Optional maximum range of loop delay in seconds, to be chosen at random.
pitchVariance

float

Variation in pitch between loop audio plays, expressed as a percentage.
resetOnTrigger

bool

If true, will deactivate this game object upon playing once and respect Start Delay and Pitch
Variance upon re-activation. If false, will disable this component instead unless Audio Source
Loop is true.

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Music Manager
Tool:

at_MusicManager

Description:
Will handle transitions between music audio clips, as triggered by a Music Trigger. Option for
transition speed.
Purpose:
Manage music in scenes, so as to cross-fade between music tracks.
Properties:
float

fader

The current position of the cross fader between two Audio Sources created here at runtime,
which are used to mix music audio over time.
faderTarget

float

The target position of the fader. This is meant to be a number between zero and one,
representing a percentage from the first Audio Source to the second.
faderSpeed

float

The relative rate at which the fader will transition between audio sources, expressed as a
percentage per frame. (Default: 0.05, or 5%)

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Music Trigger
Tool:

at_MusicTrigger

Description:
Calls on a Music Manager to load a music audio clip and transition to it via cross fade.
Purpose:
To trigger the next music track to play or to fade out music.
Properties:
musicClip

AudioClip

The Audio Clip to play on the Music Manager. This will be mixed into any current music audio via
cross fade, and if this is null, any current music will fade out. If this clip matches the current
music audio, the trigger will be ignored rather than cross-fading into a duplicate clip. The Audio
Clip must be in a folder named Resources to be available for loading at runtime.
relayDelay

float

Time in seconds from activation of this tool until music mix begins.
resetOnTrigger

bool

If true, will deactivate this object upon music mix and repeat the mix upon re-activation. If false,
will disable this component instead.

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SFX Object
Tool:

at_SFXObject

Description:
Identifies this game object as an audio object that can be muted via Menu Manager. Option
includes defining the type of audio, matching options for toggling as defined from the Scene
Manager.
Purpose:
To make sure audio objects are muted when the appropriate option is toggled off.
Properties:
SoundType
SFX
Music
Voice
Interface
Movie
soundType

enum
This is a sound effect audio object.
This is a musical ‘sting’ (non-looping clip) audio object.
This is a voice audio object.
This is an interface audio object.
This is a movie audio object.
SoundType

The type of sound this audio object represents for mute controls as defined by the Scene
Manager. Note that Music is available for musical 'stings', as opposed to looping music tracks,
handled by the Music Manager.

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Camera Manager
Tool:

at_CameraManager

Description:
Turns camera objects on/off in sequence, with target camera object references. Options for
delay & duration of cut, use of separate microphone object, flow control and game object to
activate upon cut completion.
Purpose:
To present a cinematic sequence, a series of camera shots that cut from one camera to another.
Properties:
managedCamera

Camera

The camera that will be suspended during this cinematic sequence. Typically this is the Main
Camera object, and if none is specified, this value will default to Main Camera at runtime.
CineCutCam

class
string

cutLabel

Optional name for this shot. This will overwrite the generic 'Element' default label.
Camera

cutToCam

The camera used in this shot. Camera objects will be deactivated at the beginning of this
cinematic and activated in sequence.
float

cutDuration

The duration of the shot in seconds. However, if this value is zero, the shot length will be
considered infinite.
GO

activateOnCut

Optional reference to an object to activate upon reaching this shot.
cineCuts

CineCutCam[]

A list of shots in this cinematic sequence.
useMicrophone

bool

If true, Audio Listeners will be disabled and use of a separate Audio Listener tool is assumed. If
false, Audio Listeners will be toggled on each camera object in sequence.

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activateOnComplete

GO

Optional reference to an object to activate upon completion of this cinematic sequence.

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Camera Shaker
Tool:

at_CameraShaker

Description:
Shakes a specified camera with multiple configurations available.
Purpose:
To cause a camera to shake, as if bumped, rattled, rocked or hand-held, depending on settings
given.
Properties:
targetCamera

Camera

The camera to shake. If not specified, at runtime this will default to a Camera component on this
object, or if nothing else, the Main Camera.
shakeDelay

float

Time in seconds from activation of this tool until camera shake begins. (Default: 0.1 seconds)
shakeDuration

float

The duration of the shake in seconds. (Default: 1 second)
shakeAttack

float

A measure of how forceful the shake performs initially, a number between zero and one. The
higher the number, the more abrupt the shake will begin.
shakeFalloff

float

The amount the shake should ramp down at the end, a number between zero and one. The
higher the number, the more gradual the shake will fade out. (Default: 1.0)
shakeCamPos

Vector3

The amplitude of shake position along each axis of movement, expressed as distance.
posVariance

float

The amount of variation applied randomly to position shake along each axis, expressed as
distance. (Default: 0.1 units)
shakeCamRot

Vector3

The amplitude of shake rotation along each axis of rotation, expressed in degrees.
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rotVariance

float

The amount of variation applied randomly to rotation shake along each axis, expressed as
degrees. (Default: 1 degree)
shakeFrequency

float

The number of shake cycles to perform per second.
frequencyVariance

float

The amount of variation applied randomly to frequency each frame, expressed as shake cycles
per second. Note this variance has a lot of control over shake results. (Default: 0.1)
returnOnComplete

bool

If true, will return the Target Camera to the transform position and rotation found at the
beginning of the shake. If false, will leave the Target Camera at arbitrary transform values at the
end of the shake.
resetOnCompelte

bool

If true, will deactivate this game object upon completion of the shake event and repeat the
event upon re-activation. If false, will disable this component instead.

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Camera Zoomer
Tool:

at_CameraZoomer

Description:
Interpolates between current and target field of view values on a camera.
Purpose:
To present a zoom in/out effect on cameras.
Properties:
zoomCamera

Camera

The camera to zoom. If none is defined, will default to the camera component on this object, or
the main camera if that fails.
targetFieldOfView

float

The Field Of View target value to zoom toward. This must be a value between one and 179.
zoomDelay

float

Time in seconds from activation of this tool until camera zoom begins.
zoomDuration

float

The duration of the zoom in seconds.
zoomInterpolation

AnimationCurve

Optional rate of zoom over time. If not defined, will interpolate linearly.
resetOnComplete

bool

If true, will deactivate this tool upon completion of the zoom and repeat the zoom upon reactivation.

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Captions Manager
Tool:

at_CaptionsManager

Description:
Will manage a series of text captions at the bottom of the screen when called by a Captions
Trigger.
Purpose:
To present text captions or dialog without recording vocal audio.
Properties:
class

Caption

string

captionSpeaker

Optional name of the speaker, to be formatted as ‘Speaker: Text’.
string

captionText

The caption text to display.
captionDuration

float

The duration of this caption in seconds.
captions

Caption[]

A list of screen captions to display in sequence.
captionsPadding

float

Time in seconds between display of each caption. (Default: 0.25 seconds)
captionsDepth

int

The layer order of the captions. The larger the number, the more behind the layer is configured
to display the caption text. (Default: -1)
captionsMuted

bool

If true, will hide captions. Note that captions are not paused if muted.
captionsFontSize

int

The font size of the captions text as displayed at a screen width of 1024 pixels. The font will
scale appropriately. This value will override the font size as defined in its GUI Style. (Default: 30)

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captionsTextColor

Color

The top color of the captions text. This value will override the normal text color as defined in its
GUI Style. (Default: Color.white)
captionsTextPadding

float

The amount of padding around the captions text. This is measure in proportions of screen space;
typically zero to 0.5. This value will override the padding as defined in its GUI Style. (Default:
0.05, or 5% of screen space)
captionsStyle

GUIStyle

An optional style for the captions display, to change the font of the captions text, for example.

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Captions Trigger
Tool:

at_CaptionsTrigger

Description:
Will call the Caption Manager in the scene and load specified captions to play in sequence.
Purpose:
To trigger the next captions to display.
Properties:
captions

at_CaptionsManager.Caption[]

The screen captions to send to the captions manager for display.
captionsDelay

float

Time in seconds from activation of this tool until the captions are sent to the captions manager.
useAutoDurations

bool

If this is true, Caption Durations will be automatically calculated at runtime, as an approximation
based on the length of the Caption Text. If false, Caption Duration will be used as configured.
resetOnTrigger

bool

If true, will deactivate upon trigger and respect CaptionsDelay upon re-activation.

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Movie Trigger
Tool:

at_MovieTrigger

Description:
Will control standard .ogg / .ogv format movie file playback.
Purpose:
To play, pause, stop or replay movies upon trigger.
Properties:
MovieAction
Play
Pause
Stop
Replay
movieScreen

enum
Play the movie and audio from the current position.
Pause the movie and audio.
Stop the movie and audio, and rewind the current position to the beginning.
Rewind the movie and audio from the beginning and play them.
GO

The object whose Renderer is to display the movie. This Renderer's Material main texture must
be of type MovieTexture to be valid. This can be created by dragging the movie reference onto
the object.
movieAction

MovieAction

The movie action to trigger. Note that Stop will both stop and rewind the movie. (Default:
MovieAction.Play)
movieSpeaker

GO

An optional object whose Audio Source is to play the audio with the movie. If not specified, at
runtime this will default to the Movie Screen object and an Audio Source will be added
automatically.
resetOnTrigger

bool

If true, will deactivate this game object upon completion of the Movie Action and repeat the
action upon re-activation. If false, will disable this component instead.

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Overlay Fader
Tool:

at_OverlayFader

Description:
Manages images meant to overlay the viewport. Options for fade up and down, with delay and
duration.
Purpose:
To present title cards or to fade to/from black, or to make use of faux displays for various visual
effects (such as the Half Life 2 menu 'unfocused' effect)
Properties:
overlayImage

Texture

The texture swatch or image to display over the entire screen.
overlayDepth

int

The layer order of this fader. The larger the number, the more behind the layer is configured to
display the overlay.
overlayFadeUp

bool

If true, will fade this Overlay Image up from clear.
fadeUpStart

float

Time in seconds from activation of this tool until fade up begins.
fadeUpDuration

float

The duration of the fade up in seconds.
fadeUpInterpolation

AnimationCurve

Optional rate of fade up over time. If not defined, will interpolate linearly.
overlayFadeDown

bool

If true, will fade this Overlay image down to clear.
fadeDownStart

float

Time in seconds from the end of the fade up until fade down begins. The Fade Up Start and Fade
Up Duration time values will be respected even if Overlay Fade Up is false.

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fadeDownDuration

float

The duration of the fade down in seconds.
fadeDownInterpolation

AnimationCurve

Optional rate of fade down over time. If not defined, will interpolate linearly.
resetOnComplete

bool

If true, will respect all fade timing upon reactivation of this tool. If false, this tool will be disabled
upon completion of all fades.

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Cheat Manager
Tool:

at_CheatManager

Description:
Will activate, deactivate or toggle another game object upon detection of a given string of
alphanumeric characters.
Purpose:
To trigger objects based on entered cheat codes.
Properties:
CheatAction

enum

Activate
Deactivate
Toggle
CheatEvent
cheatCode

The trigger object will be activated when this code is detected.
The trigger object will be deactivated when this code is detected.
The trigger object will be toggled when this code is detected.
class
string

The unique string of alphanumeric characters to check. Each of these characters must be
entered in sequence to be a valid cheat code.
objectToTrigger

GO

The object to act upon when the Cheat Code is detected. The object will be activated or
deactivated or toggled.
cheatAction

CheatAction

The action to take once the Cheat String is detected.
codes

CheatEvent[]
The cheat codes to act upon. To avoid confusion, make sure no cheat code sequence can be
found within another.

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Counter Trigger
Tool:

at_CounterTrigger

Description:
Will activate another game object upon being triggered a specified count number of times.
Purpose:
To handle accumulative triggers that will then activate another game object.
Properties:
targetCount

int

The number to count to before activating another object. (Default: 1)
countOnActivate

bool

If true, will count based on activation of this object. If false, will count based on this Collider's
trigger event.
activateOnComplete

GO

The object to activate upon reaching the Target Count.
validCollider

GO

Optional reference to a specific object to allow during this Collider's trigger event. If this is null,
any capsule collider or character controller will be considered valid.
configureFor2D

bool

If true, 2D Collider components will be used as a basis for collision trigger. If false, 3D Collider
components will be used instead.

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Distance Measure
Tool:

at_DistanceMeasure

Description:
A tool that calculates the distance value between two game objects.
Purpose:
To measure the distance between objects and store the result for other tools, such as Math
Relay.
Properties:
startMeasure

GO

One of two game objects to measure distance between.
endMeasure

GO

The other game object to measure distance between.
Distance

float

The measured distance between Start Measure and End Measure objects each frame. This
property is automatically updated at runtime.

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Economy Manager
Tool:

at_EconomyManager

Description:
Will keep track of an arbitrary resource amount, receive trigger input to adjust that amount, and
trigger other game objects when given thresholds are reached. Can display the amount as a HUD
item at given screen locations.
Purpose:
To track and display various economies, and to serve as general managers of the resource.
Properties:
EconType

enum

IntegerNum
FloatNum
PercentNum
TimeSec
TimeMinSec
TimeMinSecHun
MarkAction

enum

Activate
Deactivate
Toggle
EconPoint
markLabel

This economy is based on integers, or whole numbers.
This economy is based on floating-point numbers, or decimal numbers.
This economy is based on a percentage, displayed with a “%”.
This economy is time-based, displaying seconds.
This economy is time-based, displaying minutes and seconds, as MM:SS.
This economy is time-based, displaying minutes, seconds and
hundredths of a second, as MM:SS.HH.

The trigger object will be activated when this value is reached.
The trigger object will be deactivated when this value is reached.
The trigger object will be toggled when this value is reached.
class
string

Optional name for this Economy Mark. This overwrites the default 'Element 0' label.
markValue

float

The economy value to detect and act upon.
onMarkTrigger

GO

The object to act upon when the Mark Value is reached. The object will be activated or
deactivated or toggled.

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MarkAction

onMarkAction

The action to take once the Mark Value is reached.
economyType

EconType

The type of economy this manager is to track. This type determines values tracked as well as
display. If a Time type, will act as a timer when triggered.
economyMin

float

The minimum value the economy can reach.
economyMax

float

The maximum value the economy can reach.
economyStart

float

The starting value of the economy.
economyRoundTo

int

The decimal place to round the economy value. If the Economy Type is IntegerNum, this
property is ignored.
economyMarks

EconPoint[]

A list of values of this economy, that when reached, various actions may be performed as a
result.
economyDisplay

string

The text to display for this economy. This value is automatically updated at runtime.
displayEconomy

bool

If true, will display the economy value in the viewport. (Default: true)
displayTop

float

The top edge of the economy value display, expressed as a ratio of vertical screen space, which
is typically a number between zero and one.
displayLeft

float

The left edge of the economy value display, expressed as a ratio of horizontal screen space,
which is typically a number between zero and one.

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displayFontSize

int

The font size of the economy value display. This is the font size as displayed at a screen width of
1024 pixels, and will be scaled appropriately. (Default: 20)
displayColor

Color

The color of the economy value display. (Default: Color.white)
displayDepth

int

The layer order of the economy value display. The larger the number, the more behind the layer
is configured to display the economy value.

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Economy Trigger
Tool:

at_EconomyTrigger

Description:
Will change the value of an economy by a given amount.
Purpose:
To trigger economy changes. Options for incrementing, decrementing, and amount.
Properties:
economyManager

at_EconomyManager

The Economy Manager to trigger.
triggerAmount

float

The amount to change the managed economy value. This can be positive or negative number. If
a time-based economy, any positive or negative value will begin the timer to run, while a zero
value will cause the timer to stop.
relayOnActivate

bool

If true, trigger the change in economy based on time from activation of this tool. If false, trigger
based on this Collider's trigger event.
relayDelay

float

The number of seconds between the activation of this tool and the change in economy value.
validCollider

GO

Optional reference to a specific object to allow during this Collider's trigger event. If this is null,
any capsule collider or character controller will be considered valid.
useFixedUpdate

bool

If true, this tool will update based on a fixed measure of time, used just prior to physics updates
on Rigidbody objects. If false, this will be updated each frame, which is variable and can be
slightly out of sync with physics.
resetOnTrigger

bool

If true, will deactivate this tool upon trigger and repeat the trigger upon re-activation. If false,
will disable this component instead.

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configureFor2D

bool

If true, this tool will work with only 2D collider components. If false, this tool will work with only
3D collider components. This setting is only necessary if Relay On Activate is false.

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Event Manager
Tool:

at_EventManager

Description:
Activates and/or deactivates objects as a group, and in non-sequential steps. Option available to
only enable and/or disable the script components found on these objects; keeping the objects,
and any child objects, active.
Purpose:
To toggle preset game objects in scene at runtime, and to cause general state changes in scene
by use of an Event Trigger.
Properties:
class

Step

string

eventLabel

Optional name for this event. This will overwrite the generic 'Element' default label.
objectsToActivate

GO[]

A list of objects to activate upon trigger of this event.
objectsToDeactivate

GO[]

A list of objects to deactivate upon trigger of this event.
affectScriptsOnly

bool

If true, will enable or disable all MonoBehaviour script components found on event reference
objects and leave the activation state of the objects as they are. If false, will simply activate or
deactivate event reference objects, which has a recursive effect on any of their child objects.
eventSteps

Step[]

Each event that can be triggered, as expressed by objects that are activated or deactivated.

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Event Series
Tool:

at_EventSeries

Description:
Will act as a sequence of Event Triggers upon a given Event Manager.
Purpose:
To play out a set number of events in a timed sequence.
Properties:
class

eStep

int

eventStep

The Event Step index to request from the Event Manager when this event is triggered. Like all
arrays, the first element has an index of zero.
float

eventDelay

Time in seconds from reaching this step in the sequence until the event is triggered and the next
step is reached.
eventManager

GO

The Event Manager object to call when this event is triggered.
eventSequence

eStep[]

A list of event steps to trigger in sequence.
useFixedUpdate

bool

If true, this tool will update based on a fixed measure of time, used just prior to physics updates
on Rigidbody objects. If false, this will be updated each frame, which is variable and can be
slightly out of sync with physics.
resetOnComplete

bool

If true, will deactivate this game object upon completion of the sequence and repeat the
sequence upon re-activation. If false, will disable this component instead..

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Event Single
Tool:

at_EventSingle

Description:
Will call an Event Manager game object to process an event step. Options include delay, a valid
collider reference and a conditional object that must be active to allow the event to trigger.
Purpose:
To trigger event steps to change, either by collision trigger or by timed event.
Properties:
eventManager

GO

The Event Manager object to call when this event is triggered.
eventStep

int

The Event Step index to request when this event is triggered. Like all arrays, the first element
has an index of zero.
relayOnActivate

bool

If true, call the event to be triggered based on time from activation of this tool. If false, call the
event based on this Collider's trigger event.
relayDelay

float

Time in seconds from activation of this tool until the event can be triggered. Note this tool will
then continue to attempt to trigger the event if Conditional If Active refers to a currently
deactivated object.
validCollider

GO

Optional reference to a specific object to allow during this Collider's trigger event. If this is null,
any capsule collider or character controller will be considered valid.
conditionalIfActive

GO

Optional reference to an object whose activation state will determine whether the event will be
called. The event will only be triggered if and when the object is active.

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useFixedUpdate

bool

If true, this tool will update based on a fixed measure of time, used just prior to physics updates
on Rigidbody objects. If false, this will be updated each frame, which is variable and can be
slightly out of sync with physics.
resetOnTrigger

bool

If true, will deactivate this game object upon trigger and respect any Relay Delay upon reactivation. If false, will disable this component instead.
configureFor2D

bool

If true, 2D Collider components will be used as a basis for collision trigger. If false, 3D Collider
components will be used instead.

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Input Relay
Tool:

at_InputRelay

Description:
Toggles the active state of game objects that are associated with given key code strings
Purpose:
For use of arbitrary user input in trigger systems.
Properties:
InputPair

class
string

buttonName

The name of the button or key to check. If using virtual buttons, ensure it is configured and valid
before using, under Edit -> Project Settings -> Input
objectToActivate

GO

The object to activate upon detection of the button or key down.
deactivateOnRelease

bool

If true, will deactivate the object upon detection of the button or key up.
bool

firstPressOnly

If true, will only consider the first press of the button or key.
useVirtualButtons

bool

If true, will use the preconfigured Axes found in the Input Manager. Ensure it is configured and
valid before using, under Edit -> Project Settings -> Input. (Default: true)
inputs

InputPair[]
The inputs to check each frame.

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Interval Trigger
Tool:

at_IntervalTrigger

Description:
Will activate other game objects upon reaching time intervals.
Purpose:
To trigger objects repeatedly, given specified time interval lengths and variance.
Properties:
IntervalMode
Regular
Range
Gaussian

intervalMode

enum
The target object will be activated at a static interval, based on Interval.
The target object will be activated at a random interval based on Interval and
the Interval Variance.
The target object will be activated at a random interval based on Interval and
the Interval Variance, where the result will skew to make extreme
variance less likely. (i.e., a bell curve distribution)
IntervalMode

The time Interval Mode of this trigger.
float

Interval

The base time in seconds for the interval.
intervalVariance

float

The amount in seconds that the interval can vary, if the Interval Mode is not Regular.
activateOnTrigger

GO

The object to activate upon reaching each interval.

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Logical Trigger
Tool:

at_LogicalTrigger

Description:
Will evaluate logical conditions of other game object’s activation state and trigger another game
object if evaluated as true.
Purpose:
To trigger another object based on complex conditions.
Properties:
enum

LogicalMode
Not
And
Or
Xor

The target object will be activated if all key objects are not active.
The target object will be activated if all key objects are active.
The target object will be activated if any key object is active.
The target object will be activated if only one key object is active.

logicMode

LogicalMode

The Logic Mode of this trigger, determining the condition to activate a target object.
logicalKeyObjects

GO[]

A list of objects whose active state are the conditions to be checked per the Logical Mode.
logicalTarget

GO

The object to activate if the Logical Mode conditions evaluate as true, per the Logical Mode
setting.
deactivateIfFalse

bool

If true, will deactivate the Logical Target object if the Logical Mode conditions evaluate as false.
resetOnTrigger

bool

If true, will deactivate upon evaluating and evaluate again once re-activated. If false, will disable
this component instead.

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Look At Trigger
Tool:

at_LookAtTrigger

Description:
Tracks the viewing angle of a camera for the purpose of activating a target object when this
game object is 'looked at'; and deactivating when 'not looked at'. Includes configurations for
viewing angle tolerance.
Purpose:
To track whether player camera is able to view particular locations.
Properties:
lookerCamera

Camera

The Camera to track. Another object will be activated when the Looker Camera is looking at the
position of this tool.
useAngleTolerance

bool

If true, will determine whether looked at based on the angle of the Looker Camera to this tool
and if that falls within the Angle Tolerance. If false, any appearance of the position of this tool
within frame of the Looker Camera is considered looked at.
angleTolerance

float

The angle in degrees from center of Looker Camera view that is considered looked at if Use
Angle Tolerance is true. (Default: 30 degrees)
activateOnTrigger

GO

The object to activate when this tool is looked at and to deactivate when not.

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Math Relay
Tool:

at_MathRelay

Description:
Reads a numeric value from a property on a given tool, performs a math operation, and stores
the result value. Option to then pass the result to another tool’s numeric property.
Purpose:
To perform a math operation and relay the result to another tool.
Properties:
MathOperation

enum

Addition
Multiplication
NoMoreThan
NoLessThan
RemainderAfterDividedBy
scriptSource

Add the source to the Operation Value.
Multiply the source by the Operation Value.
Clamp the source to no more than the Operation Value.
Clamp the source to no less than the Operation Value.
Divide the source by the Operation Value and provide the
remainder.

MonoBehaviour

The MonoBeahviour tool that contains the source property to operate on.
propertySource

string

The float or integer property name to use as the source value for math operation.
operation

MathOperation

The type of math operation to perform on the source property value.
operationValue

float

The value to use in the math operation.
resultValue

float

The math operation result value. This property will be automatically updated upon math relay.
scriptDestination

MonoBehaviour

Optional MonoBehaviour tool that contains the destination property to relay the math result.
propertyDestination

string

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Optional float or integer property name to use as the destination of the math result.
activateOnComplete

GO

Optional object to activate upon completion of operation.
resetOnComplete

bool

If true, will deactivate this game object upon completion of operation. If false, will disable this
component instead..

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Random Trigger
Tool:

at_RandomTrigger

Description:
Selects randomly from an array of game object references to activate the selection. Options for
random selection mode, deactivating others not selected and triggering a game object after the
full array has been selected. (RandomExhaustive mode only)
Purpose:
To randomly activate, or trigger, one object from a list of objects.
Properties:
RandMode

enum

RandomRepeat
RandomNoRepeat
RandomExhaustive
targetArray

Select to activate any target object, regardless of repetition.
Select to activate any target object, except the last selected object.
Select to activate any target object, unless it has already been selected.

GO[]

A list of objects to select for activation at random.
selectionMode

RandMode

How selections are made with respect to repetition and whether all options should be
exhausted before repeating any. (Default: RandMode.RandomExhaustive)
deactivateUnselected bool
If true, will deactivate all objects in the Target Array that are not selected.
triggerOnComplete

GO

Optional object to activate upon exhausting all selections in the Target Array, if the Selection
Mode is Random Exhaustive.
resetOnTrigger

bool

If true, will deactivate this game object upon trigger and re-select randomly upon re-activation.
If false, will disable this component instead.

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Script Trigger
Tool:

at_ScriptTrigger

Description:
Will call arbitrary methods on provided game object references based on the given message
string. Options include delay, a valid collider reference and values to pass to the script methods.
Purpose:
A trigger to use Unity's SendMessage() to call arbitrary script functionality on game objects.
Properties:
ValueType
None
Boolean
Integer
Float
String
receiverObject

enum
The Value To Pass is intended to be empty. There is no value send.
The Value To Pass is a Boolean value, or value of True or False.
The Value To Pass is an integer value, or a whole number.
The Value To Pass is a floating point value, or decimal number.
The Value To Pass is a string value, or an alphanumeric text value.
GO

The object whose script component is to be called. Note that this call will broadcast to every
script component on this object.
methodToCall

string

The method or function to call on the Receiver Object. This method must be public, and it may
take one or zero arguments below as Value To Pass. This string is the name of the method,
without parenthesis.
valueToPass

string

Optional method value to send with the call as an argument. This allows the script method to
receive data with the call event. Be sure to set an appropriate Value Type.
valueType

ValueType

The type of data represented with Value To Pass, if any.
relayOnActivate

bool

If true, call the event to be triggered based on time from activation of this tool. If false, call the
event based on this Collider's trigger event.

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relayDelay

float

Time in seconds from activation of this tool until the method is called.
validCollider

GO

Optional reference to a specific object to allow during this Collider's trigger event. If this is null,
any capsule collider or character controller will be considered valid.
useFixedUpdate

bool

If true, this tool will update based on a fixed measure of time, used just prior to physics updates
on Rigidbody objects. If false, this will be updated each frame, which is variable and can be
slightly out of sync with physics.
resetOnTrigger

bool

If true, will deactivate this game object upon calling the Receiver Object and repeat the call
upon re-activation. If false, will disable this component instead.
configureFor2D

bool

If true, 2D Collider components will be used as a basis for collision trigger. If false, 3D Collider
components will be used instead.

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Spawn Life
Tool:

at_SpawnLife

Description:
Will destroy this game object when a lifespan time duration has ended.
Purpose:
To clean up game objects from a scene. Automatically added to objects by Spawn Triggers.
Properties:
lifespan

float

The time in seconds this object is allowed to exist. After this time, the object will be destroyed.
spawnTrigger

GO

Reference to the Spawn Trigger that spawned this object, if any.

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Tool Setup
Tool:

at_ToolSetup

Description:
Will set properties on tools at runtime with given input. Options include type of input and the
ability to find game object or script-type inputs based on unique game object name.
Purpose:
To reconfigure tools at runtime. To set up spawned tools. To set up tools in a scene with tools
that migrated from another upon load.
Properties:
PropType
Boolean
Integer
Float
String
GameObject
Script
setupDelay

enum
The input is a Boolean value, or value of True or False.
The input is an integer value, or a whole number.
The input is a floating point value, or decimal number.
The input is a string value, or an alphanumeric text value.
The input is a Game Object value, referencing a game object.
The input is a script value, referencing a MonoBehaviour script tool.
float

The time in seconds from the time this tool is activated until the setup is performed.
MonoBehaviour

tool

The MonoBehavior script tool that will be set up according to given Property Name, Type and
relevant Input. Note that changing values of tool properties as runtime may cause unexpected
results.
propertyName

string

The name of the property to be set up. Note that property names will begin with a lower case
letter, and there will be no spaces in the name.
propertyType

PropType

The type of value to be passed to the property as input. The appropriate input field below
should be populated. Note that all other input values will be ignored.
boolInput

bool

If Property Type is Boolean, this value will be passed to the Tool.

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intInput

int

If Property Type is Integer, this value will be passed to the Tool. Note that this will also work
with Enum properties, seen as pull down lists just like Property Type, where the first element is
zero.
floatInput

float

If Property Type is Float, this value will be passed to the Tool.
stringInput

string

If Property Type is String, this value will be passed to the Tool.
gameObjectInput

GO

If Property Type is Game Object, this value will be passed to the Tool. Note you are allowed to
pass an empty Game Object reference value.
scriptInput

MonoBehaviour

If Property Type is Script, this value will be passed to the Tool.
findInputByName

bool

If true, and Property Type is either Game Object or Script, the proper input field will be
populated by the game object with the unique name indicated by Input Name.
inputName

string

The unique name of the Game Object that is to be used as Game Object Input, or that contains
the script to be used as Script Input.
resetOnComplete

bool

If true, this game object will be deactivated and ready for re-activation. If false, this tool will be
disabled instead.

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HUD Manager
Tool:

at_HUDManager

Description:
Manages a number of HUD elements. Options for image, viewport position, scale and transitions
of the images.
Purpose:
To display general HUD images, to indicate game progression changes.
Properties:
hudTextures

Texture[]

A list of textures to display on screen upon trigger.
hudDepth

int

The layer order of this HUD Manager. The larger the number, the more behind the layer is
configured to display textures.
float

hudTop

The top edge of the texture, expressed as a ratio of vertical screen space, which is typically a
number between zero and one.
float

hudLeft

The left edge of the texture, expressed as a ratio of horizontal screen space, which is typically a
number between zero and one.
hudWidth

float

The width of the texture, expressed as a ratio of horizontal screen space, which is typically a
number between zero and one. The height of the texture will remain in proportion.
fadeDuration

float

The duration of the fade in seconds.
fadeColor

Color

The color representing the target to fade to. (Default: Color.clear)
fadeTop

float

The target top to fade to.
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fadeTopCurve

AnimationCurve

Optional animation curve for the top edge to follow during the fade. If none is defined, will
interpolate linearly.
fadeLeft

float

The target left to fade to.
fadeLeftCurve

AnimationCurve

Optional animation curve for the left edge to follow during the fade. If none is defined, will
interpolate linearly.
fadeWidth

float

The target width to fade to.
fadeWidthCurve

AnimationCurve

Optional animation curve for the width to follow during the fade. If none is defined, will
interpolate linearly.

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HUD Trigger
Tool:

at_HUDTrigger

Description:
Will call a HUD Manager game object in the scene to switch the current HUD item.
Purpose:
To cause HUD elements to change either by collision trigger or timed event.
Properties:
hudManager

GO

The HUD Manager object to call when this HUD Item is triggered.
hudItem

int

The index of the HUD Manager's HUD Texture element to display. Like all arrays, the first
element has an index of zero.
hudFade

bool

If true, perform the fade on this HUD Item as specified on the HUD Manager. If false, display of
the HUD Item instantly.
reverseFade

bool

If true, perform the fade in reverse.
resetOnTrigger

bool

If true, will deactivate this game object upon trigger and repeat upon re-activation. If false, will
disable this component instead.

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Log Trigger
Tool:

at_LogTrigger

Description:
Will send configured strings to the game log. Options to timestamp, log on deactivation of this
game object, continuous logging, and logging only changes in this game objects’ activation state.
Purpose:
To track things that happen in your trigger system and print it out to the game log for review.
Properties:
logString

string

Text to print to the editor console and log file when this tool is activated.
logOnDeactivate

string

Text to print when this tool is deactivated.
timestamp

bool

If true, print the time in seconds since level load as a prefix to the Log String.
continuousLogging

bool

If true, check for conditions to print the Log String each frame.
logChangeOnly

bool

If true, only print the Log String when the activation state of this tool changes. This can be useful
if Continuous Logging is true.

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Menu Manager
Tool:

at_MenuManager

Description:
Displays interactive buttons and text, with functionality to hide/show buttons based on button
pressed state and to input text. Multiple options for style, position size and behavior of buttons.
Options for text display and input, as well as a separate text display on button hover.
Purpose:
A game menu system that receives and holds data from user input, such as game options, and
works with a Scene Manager to facilitate basic menu item handling.
Properties:
MenuButton
buttonLabel

class
string

The name of the button and text of the button label.
buttonAltLabel

string

The toggled button label displayed when Button Pressed is true.
buttonTooltip

string

The text to display in the tooltip area when the cursor hovers over this button.
buttonTop

float

The top edge of the button, expressed as a ratio of vertical screen space. Typically, a number
between zero and one.
buttonLeft

float

The left edge of the button, expressed as a ratio of horizontal screen space. Typically, a number
between zero and one.
buttonHeight

float

The height of the button, expressed as a ratio of vertical screen space. Typically, a number
between zero and one.

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float

buttonWidth

The width of the button, expressed as a ratio of horizontal screen space. Typically, a number
between zero and one.
bool

buttonPressed

The current toggle state of this button control. This is automatically updated at runtime.
conditionalDisplay

bool

If true, this button will display only if Display Button is toggled on.
int

displayButton

If Conditional Display is true, the button control at this index must be toggled on for this button
to display.
conditionalEnabled

bool

If true, this button will display with the Disabled Button Style and be disabled if any of the
Disabled Buttons are toggled on.
int[]

disableButtons

A list of button indexes that can disable this button if pressed.
MenuButton[]

buttons

Each button control on the menu.
buttonFontSize

int

The font size the button labels should appear as at a screen width of 1024 pixels. This value will
override the font size defined in its GUIStyle.
buttonStyle

GUIStyle

The GUI Style defining the button appearance when enabled.
disabledButtonStyle

GUIStyle

The GUI Style defining the button appearance when disabled.
buttonPressSfx

AudioClip

The Audio Clip to play upon button press if the signal was received by the Scene Manager. This
audio can be configured to mute per the Scene Manager's SfxOption toggle control.

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MenuText

class
string

defaultText

Text to display in this control by default.
string

modifiedText

The current text. This is automatically updated at runtime.
bool

readOnly

If true, this text control is for display purposes only. If false, the text is editable.
float

textTop

The top edge of the text control, expressed as a ratio of vertical screen space.
float

textLeft

The left edge of the text control, expressed as a ratio of horizontal screen space.
float

textHeight

The height of the text control, expressed as a ratio of vertical screen space.
float

textWidth

The width of the text control, expressed as a ratio of horizontal screen space.
MenuText[]

text

Each text control and display on the menu.
textFontSize

int

The font size the read-only text should appear as at a screen width of 1024 pixels. This value will
override the font size defined in its GUIStyle.
textReadOnlyStyle

GUIStyle

The GUIStyle defining the appearance of read-only text.
textInputFontSize

int

The font size the input text should appear as at a screen width of 1024 pixels. This value will
override the font size defined in its GUIStyle.

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textInputStyle

GUIStyle

The GUIStyle defining the appearance of text input.
tooltipTop

float

The top edge of the tool tip display, expressed as a ratio of vertical screen space.
tooltipLeft

float

The left edge of the tool tip display, expressed as a ratio of horizontal screen space.
tooltipHeight

float

The height of the tool tip display, expressed as a ratio of vertical screen space.
tooltipWidth

float

The width of the tool tip display, expressed as a ratio of horizontal screen space.
tooltipFontSize

int

The font size the tooltips should appear as at a screen width of 1024 pixels. This value will
override the font size defined in its GUIStyle.
tooltipStyle

GUIStyle

The GUIStyle defining the appearance of tooltips.

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Menu Trigger
Tool:

at_MenuTrigger

Description:
Will perform a standard control action when a menu button is pressed.
Purpose:
To serve as a controller for auxiliary menu tools not configured with a Scene Manager.
Properties:
ButtonAct

enum

ActivateOnPress
ActivateOnUnPress
ActiveMatchPress
ActiveOppositePress
ButtonControl
buttonLabel

The target object will be activated when the button is pressed.
The target object will be activated when the button is un-pressed.
The target object will be set active to match the button pressed state.
The target object will be set active opposite to the button pressed state.

class
string

The button label as found on the Menu Manager.
buttonAction

ButtonAct

The button action to monitor. This also governs how to act upon the Target Object, based on the
pressed state of the button.
activateObject

GO

The object to act upon once the button action is detected. The action will either activate or
deactivate the object, based on the Button Action and the pressed state of the button.
menuManager

at_MenuManager

The Menu Manager object that defines the buttons this tool will monitor.
buttonControls

ButtonControl[]

A list of controls matching the list of buttons found on the Menu Manager.

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Type Box
Tool:

at_TypeBox

Description:
Will display a popup-style dialog box with text that can type letter-by-letter. Multiple options
available for text style, typing rate and variance, user skipping, and typing sound effects. Options
available for box depth, background image and to allow tool’s game object transforms to be
inherited for animation of the box position and scale.
Purpose:
To display introduction text, story set-up or in-game dialog from characters.
Properties:
textToDisplay

string

The text to display. Rich Text markup will apply. (
for new line, ... to bold, etc.) displayDelay float The length in seconds from the time this tool is activated until the typing begins. (Default: 0.5) letterTypeInterval float The time in seconds between typing letters of the text. (Default: 0.1) typeIntervalVariance float The amount of time in seconds that Letter Type Interval can vary. (Default: 0.075) allowSkip bool If true, will allow the user to skip the text typing with any input from mouse or keyboard. First, with accelerated typing, then with instant display. Rect textBox The display rectangle the text box will appear. This is measured in proportions of screen space; typically zero to one. (Default: X 0.3, Y 0.2, W 0.4, H 0.4) inheritTransforms bool If true, the Text Box will inherit this object's transform values, including position x and y, z for depth, and scale x and y for width and height. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 82 background Texture2D An optional background texture to use. If none is specified, the default GUI box texture will be used. textFont Font An optional text font to display. If none is specified, the default Arial font will be used. fontSize int The font size of the text as displayed at a screen width of 1024 pixels. The font will scale appropriately. (Default: 20) textColor Color The default text color. Note that this can be altered within the text using Rich Text markup. (Default: Color.white) textPadding float The amount of padding around the text. This is measure in proportions of screen space; typically zero to 0.5. (Default: 0.025) letterTypeSFX AudioClip An optional audio clip to play when each letter is typed. (Will omit spaces) activateOnComplete GO An optional game object to activate when the text typing is complete. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 83 Loading Screen Switch Tool: at_LoadingScreenSwitch Description: Switches the texture used on the Scene Manager during scene load. Purpose: To change the loading screen image for the next scene switch. Properties: loadingScreenTexture Texture The texture to set as the Scene Manager's loading screen. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 84 Lock Game Object Tool: at_LockGameObject Description: An editor tool to force a game object to remain at world origin with a default rotation and scale. Purpose: To lock a game object in place, in editor and at runtime, so that it may be safely used as a folder, and be a parent to other game objects for effective and reliable scene organization. Properties: This tool contains no editable properties. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 85 Options Manager Tool: at_OptionsManager Description: Destroys objects based on options set through use of a Menu Manager. Purpose: To modify a scene’s trigger system at runtime based on options set by the player. Properties: OptionConfig class string optionLabel The matching label to a button control on the Menu Manager that dictates the enabled state of this option. If the button control is toggled on, this option is considered enabled. bool optionEnabled The current enabled state of this option. This is automatically reconfigured at runtime. optionOnDestroy GO[] A list of objects to destroy if this option is enabled. optionOffDestroy GO[] A list of objects to destroy if this option is disabled. options OptionConfig[] The options available in this scene, as defined by trigger system objects that are destroyed based on a toggle control defined in the Menu Manager. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 86 Scene Attraction Tool: at_SceneAttraction Description: A delayed scene trigger that disables any active menu manager in the scene prior to switching. Purpose: To act as a simple ‘Attract Mode’ manager, particularly when game is unused and scene switching from main menu to sub menus, demo play, or the like is desirable. Properties: attractScene string The name of the scene to load after the Attract Delay. Note that this scene must be included in the project Build Settings. attractDelay float The time in seconds after activation to load the Attract Scene. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 87 Scene Manager Tool: at_SceneManager Description: Will handle scene switching as called by a Scene Trigger, and will coordinate Music Manager, Captions Manager and Menu Manager objects over multiple scenes within a game. Options include a loading screen image. Purpose: To manage multiple scenes in your game, and allow options and menu settings to be consistent. Properties: ButtonAction Toggle Cycle LoadLevel QuitGame OptionMap NoOption SFX Music Voice Interface Movie Captions Custom ButtonHandle buttonLabel enum The button is intended to toggle between two states. The button is intended to cycle around a list of button states, found in Label Names. The button is intended to immediately load a scene when pressed. The button is intended to quit the application, when built. enum This button handles no option. This button toggles the sound effects, via muting all objects with SFX Object unless Voice, Interface or Movie type SFX Objects are used. This button toggles the music, via muting the Music Object and any Music type SFX Objects. This button toggles the voice audio, via muting all Voice type SFX Objects. This button toggles the interface audio, via muting all Interface type SFX Objects This button toggles the movie audio, via muting all Movie type SFX Objects. The button toggles display of the captions by controlling Captions Object. This button toggles the state of a custom option, handled in individually loaded scenes via the Options Manager, which looks for this control by name. class string The name of the button control. This label must match that of the button control on the Menu Manager. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 88 bool buttonPressed The current toggle state of the button control, as automatically relayed by the Menu Manager. ButtonAction buttonAction The button action type associated with this control. string[] labelNames A list of button label names that will be cycled through if Button Action is Cycle. Option Managers in scene can expect to only find the selected label, and that Option Enabled value will always be true. string levelName The name of the scene to load, if Button Action is Load Level. This scene must be included in the Build Settings scene list to be available for loading. OptionMap option The option type this control represents. Menu sound effect, music, voice, interface, movie audio and captions options are available by default. Custom options can be implemented as button controls that the Options Manager refers to by label name. at_MenuManager menu The Menu Manager object that defines the button controls and input text to be tracked between scenes. If this is undefined, it will look for any Menu Manager object in the scene at runtime. controls ButtonHandle[] Each button control that is tracked between scenes, as defined by the Menu Manager and implemented by the Options Manager. Although controls can be defined here, the full list of button controls will be populated automatically at runtime. textState string[] A list of text labels matching the modified text of each text control on the Menu Manager. This is automatically updated at runtime. musicObject GO The Music Manager object used to manage music. If none is defined, one will be automatically created at runtime. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 89 captionsObject GO The Captions Manager object used to play captions. If none is defined, one will be automatically created at runtime. loadingScreen Texture An optional texture to display over the viewport during level loading. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 90 Scene Trigger Tool: at_SceneTrigger Description: Will call a Scene Manager for the purpose of switching scenes. Purpose: To switch to the next scene in your game. Properties: sceneName string The name of the scene to load. This scene must be included in the Build Settings scene list to be available for loading. relayDelay float Time in seconds from activation of this tool until the scene is loaded. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 91 Screenshot Manager Tool: at_ScreenshotManager Description: A material switcher to override prefab/mesh texture configurations at runtime. Configurable mesh, material and material slot reference. Purpose: To specify arbitrary material configuration on prefab characters or miscellaneous game objects. Properties: StorageLocation Desktop MyDocuments MyComputer MyPictures Personal screenshotKey enum Screenshot image files will save to the Desktop for this account. Screenshot image files will save to the MyDocuments folder for this account. Screenshot image files will save to the MyComputer folder. Screenshot image files will save to the MyPictures folder for this account. Screenshot image files will save to the Personal folder. string The key code name of the input key to capture a screenshot. This uses the KeyCode format found in Unity script documentation. (Default: “f12”) screenshotBaseName string Base name for screenshot PNG image files. The full name will include a suffix with a screenshot index number. (Default: “Game”) includeTimeStamp bool If true, the file name will include a timestamp to indicate month, day, hour and minute. If false, only a screenshot index number will be included. (Default: true) screenshotSaveTo StorageLocation Location to store screenshot images on Windows machines. Mac machines will store to named account folder using MyDocuments. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 92 Singleton By Name Tool: at_SingletonByName Description: Identifies this game object as one that should not be deleted upon scene switching, and as one that should not allow a duplicate to exist in the same scene, based on this object’s name. Purpose: To keep those objects that should remain loaded from scene to scene, throughout the game. Note: This will keep the game object and all its children from being deleted. It is recommended that tools meant to travel between scenes be parented under a game object with this tool. Properties: This tool contains no editable properties. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 93 Tool Index Aim Lock ................................................................................................................... 5 Animation Series ...................................................................................................... 6 Audio Fader .............................................................................................................. 27 Audio Series ............................................................................................................. 28 Audio Single ............................................................................................................. 30 Camera Manager ..................................................................................................... 34 Camera Shaker ......................................................................................................... 36 Camera Zoomer ....................................................................................................... 38 Captions Manager .................................................................................................... 39 Captions Trigger ....................................................................................................... 41 Cheat Manager......................................................................................................... 45 Counter Trigger ........................................................................................................ 46 Economy Manager ................................................................................................... 47 Economy Trigger ...................................................................................................... 50 Event Manager ......................................................................................................... 52 Event Series .............................................................................................................. 53 Event Single .............................................................................................................. 54 HUD Manager .......................................................................................................... 66 HUD Trigger .............................................................................................................. 68 Input Relay ............................................................................................................... 56 Interval Trigger ......................................................................................................... 57 Light Fader ............................................................................................................... 8 Log Trigger ............................................................................................................... 69 Logical Trigger .......................................................................................................... 58 Look At Trigger ......................................................................................................... 59 Material Fader.......................................................................................................... 10 Material Trigger ....................................................................................................... 12 Menu Manager ........................................................................................................ 70 Menu Trigger............................................................................................................ 74 Mover Series ............................................................................................................ 13 Mover Single ............................................................................................................ 15 Movie Trigger ........................................................................................................... 42 Music Manager ........................................................................................................ 31 Music Trigger ........................................................................................................... 32 The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 94 Object Tether ........................................................................................................... 17 Options Manager ..................................................................................................... 77 Overlay Fader ........................................................................................................... 43 Parent Trigger .......................................................................................................... 18 Random Trigger........................................................................................................ 60 Render Trigger ......................................................................................................... 19 Scene Manager ........................................................................................................ 78 Scene Trigger............................................................................................................ 81 Script Trigger ............................................................................................................ 61 SFX Object ................................................................................................................ 33 Singleton By Name ................................................................................................... 82 Spawn Life ................................................................................................................ 63 Spawn Trigger .......................................................................................................... 21 Sprite Animator ........................................................................................................ 22 Teleport Trigger ....................................................................................................... 23 Texture Animator ..................................................................................................... 24 Time Dilator ............................................................................................................. 25 Tool Setup ................................................................................................................ 64 Type Box ................................................................................................................... 75 Volume Thruster ...................................................................................................... 26 The Adventure Toolkit Reference Manual Version 1.5 Sept 2017

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