Adventure Toolkit Reference Manual
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The Adventure Toolkit Reference Manual Version 1.5 – Sept 2017 © Glenn Storm All Rights Reserved. 1 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 The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 2 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 The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 3 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 The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 4 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! The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 5 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 6 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 7 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 8 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 9 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 10 resetOnComplete bool If true, will deactivate this game object upon completion of all Fade Events. If false, this component will be disabled instead. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 11 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 12 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 13 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 14 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 15 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) The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 16 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 17 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 18 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 19 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 20 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 21 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 22 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 23 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 24 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 25 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 26 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 27 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 28 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 29 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 30 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 31 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 32 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 33 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 34 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%) The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 35 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 36 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 37 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 38 activateOnComplete GO Optional reference to an object to activate upon completion of this cinematic sequence. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 39 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 40 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 41 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 42 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) The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 43 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 44 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 45 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 46 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 47 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 48 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 49 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 50 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 51 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 52 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 53 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 54 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 55 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 56 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 57 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.. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 58 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 59 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 60 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 61 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 62 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 63 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 64 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 The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 65 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.. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 66 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 67 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 68 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 69 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 70 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 71 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 72 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 73 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 74 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 75 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 76 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 77 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 78 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 79 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 80 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. The Adventure Toolkit Reference Manual Version 1.5 Sept 2017 81 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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