Adventure Toolkit Reference Manual

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The Adventure Toolkit
Reference Manual
Version 1.5 – Sept 2017
© Glenn Storm All Rights Reserved.
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The Adventure Toolkit Reference Manual Version 1.5 Sept 2017
Contents
Introduction .................................................................................................................................................. 4
How To Use This Reference .......................................................................................................................... 5
Action Tools
Aim Lock ........................................................................................................................................... 6
Animation Series .............................................................................................................................. 7
Light Fader ....................................................................................................................................... 9
Material Fader................................................................................................................................ 11
Material Trigger ............................................................................................................................. 13
Material Warper ............................................................................................................................ 14
Mover Series .................................................................................................................................. 15
Mover Single .................................................................................................................................. 17
Object Tether ................................................................................................................................. 19
Parent Trigger ................................................................................................................................ 20
Particle Trigger ............................................................................................................................... 21
Render Trigger ............................................................................................................................... 22
Spawn Trigger ................................................................................................................................ 24
Sprite Animator .............................................................................................................................. 25
Teleport Trigger ............................................................................................................................. 26
Texture Animator ........................................................................................................................... 27
Time Dilator ................................................................................................................................... 28
Volume Thruster ............................................................................................................................ 29
Audio Tools
Audio Fader .................................................................................................................................... 30
Audio Series ................................................................................................................................... 31
Audio Single ................................................................................................................................... 33
Music Manager .............................................................................................................................. 34
Music Trigger ................................................................................................................................. 35
SFX Object ...................................................................................................................................... 36
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Cinematic Tools
Camera Manager ........................................................................................................................... 37
Camera Shaker ............................................................................................................................... 39
Camera Zoomer ............................................................................................................................. 41
Captions Manager .......................................................................................................................... 42
Captions Trigger ............................................................................................................................. 44
Movie Trigger ................................................................................................................................. 45
Overlay Fader ................................................................................................................................. 46
Event Tools
Cheat Manager .............................................................................................................................. 48
Counter Trigger .............................................................................................................................. 49
Distance Measure .......................................................................................................................... 50
Economy Manager ......................................................................................................................... 51
Economy Trigger ............................................................................................................................ 54
Event Manager ............................................................................................................................... 56
Event Series .................................................................................................................................... 57
Event Single .................................................................................................................................... 58
Input Relay ..................................................................................................................................... 60
Interval Trigger ............................................................................................................................... 61
Logical Trigger ................................................................................................................................ 62
Look At Trigger ............................................................................................................................... 63
Math Relay ..................................................................................................................................... 64
Random Trigger .............................................................................................................................. 66
Script Trigger .................................................................................................................................. 67
Spawn Life ...................................................................................................................................... 69
Tool Setup ...................................................................................................................................... 70
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Interaction Tools
HUD Manager ................................................................................................................................ 72
HUD Trigger .................................................................................................................................... 74
Log Trigger ..................................................................................................................................... 75
Menu Manager .............................................................................................................................. 76
Menu Trigger .................................................................................................................................. 80
Type Box ......................................................................................................................................... 81
Scene Tools
Loading Screen Switch ................................................................................................................... 83
Lock Game Object .......................................................................................................................... 84
Options Manager ........................................................................................................................... 85
Scene Attraction............................................................................................................................. 86
Scene Manager .............................................................................................................................. 87
Scene Trigger .................................................................................................................................. 90
Screenshot Manager ...................................................................................................................... 91
Singleton By Name ......................................................................................................................... 92
Tool Index .................................................................................................................................................... 93
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Introduction
Congratulations on purchasing the Adventure Toolkit for Unity! The tools available to you now will
provide access to the most commonly needed game functions and dynamics for your games. With them,
anyone can build a fully functional game prototype with little or no custom programming required.
For artists and designers, this allows the game to come together in a way that best shows off your work,
without having to hire a programmer, or spend time building your own codebase. For programmers, this
toolkit can easily serve as an accompaniment to your work; either as an extension of your code or as a
safe and reliable way to allow non-programmers on your team to contribute game functionality and
dynamics that work alongside your code without interference.
These tools are designed to be flexible, fast and easy-to-use. This reference is here to help you see the
tools in detail; their description, their purpose and their properties. You will want to continue to refer to
this manual as you become accustomed to the toolkit, and how to implement the variety of dynamics
they offer for your game development.
To get started right away, follow the installation instructions found in the ReadMe file. Then, open Unity
to confirm the availability of the Adventure Toolkit, under the Component menu. At that point you’re
ready to start making tools. To make a tool, simply create a new game object and add one of the tool
components to it. From there, you can configure the tool to your liking in the Inspector panel.
Tools work as long as they are active and the tool components are enabled. You’ll know the tool object
is active by the non-grey appearance of the object in the Hierarchy panel. You’ll know the tool
component is enabled by the check mark found in the top left corner of the Inspector panel, when the
tool is selected. This simple method of tools working when active and enabled means that they can be
toggled active, or ‘triggered’, to function at meaningful times. This method follows standard procedure
for stock tools available in Unity, such as the Activate Trigger tool, and will work seamlessly alongside
them. Note: Tools that are children of disabled objects are automatically disabled. In cases such as this,
make use of enabling disabled components to trigger the tools, in order to keep parent objects active.
Multiple tools, each handling different tasks, can refer to each other and trigger each other, to form
more and more complex constructs called trigger systems. These trigger systems can be rather simple,
to control something like a gate opening after a player walks into a collision object, or very complex,
such as one to control a full cinematic sequence with effects, dialog and character animations. Because
the tools are modular, they work together seamlessly, and because they are atomic, and only handle
one specific task or dynamic, when working together in a trigger system they are endlessly flexible.
While the primary focus of this toolkit is to provide the most common dynamics found in popular action
adventure games, they can be used in any game or simulation where you want to control various
actions, audio, cinematics, events, interactions and scenes.
After you begin experimenting with these tools, you will find them to be helpful, easy-to-use, reliable,
flexible, and a joy to work with. So, get started and have fun making games!
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How To Use This Reference
This reference contains information on each tool in the Adventure Toolkit. The tools are listed in groups
here to match the groups found in Unity. Those tool groups are Action, Audio, Cinematic, Event,
Interaction and Scene. For an alphabetical listing of the tools, see the Tool Index at the end of this
reference.
The information on each tool includes the tool name, description and purpose as well as details on each
editable property you will see in the Inspector panel. The tool description will detail the functionality of
the tool, while tool purpose will give a general usage description, often with example case uses.
Property details include the name of the property, the type of data the property represents, and a
formal description of the property. Below is a table of some common data types used in this reference,
although there are many others, including Material, Animation Curve, Audio Clip, references to other
tool components, etc.
Data type
Full name
Example of data type
bool
Boolean
Only True or False
int
Integer
3, 472, -10, etc.
float
Floating-point number
0.0, 12.4, -5.326, etc.
string
Alphanumeric character string
‘cat’, ‘dog123’, ‘bark, bark.’ (without quotes)
GO
Game Object
- A game object reference in the scene or project -
Color
Color (Red, Green, Blue, Alpha)
- Any RGBA color value -
Vector3
Three-dimensional vector (X,Y,Z)
X:0.3,Y:-4.1,Z:2.5 (note that each value is a float)
Some tools use an array (or series) of properties grouped into classes. Class properties will be listed with
indentations to easily identify them from the other properties. After the class is defined, it will be listed
as the data type for another property in that tool.
As an example, the tool Input Relay uses an array of data called ‘inputs’, in which each element of the
array is a group of properties, a class, called InputPair. When the data type is listed for the property
‘inputs’, it includes square brackets to indicate this is an array of elements.
InputPair class
someProperty dataType
anotherProperty dataType
inputs InputPair[]
Some tools use properties with a set number of options called an enumerator, or enum, which will
appear as a pull-down menu in the Inspector. Like classes, enums will also be used as the data type for
some property of that tool.
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Aim Lock
Tool: at_AimLock
Description:
Keeps the game object oriented towards a given target. Option to specify the ‘up’ vector.
Purpose:
To aim an object such as a camera at a particular target object.
Properties:
lookAtTarget GO
The target object whose position will be the aim of this object at runtime.
upVector Vector3
The direction expressing upwards with respect to freedom of rotational movement on this aim
lock. (Default: Vector3.up)
useTurnSpeed bool
If true, this object will rotate towards the Look At Target based on the Turn Speed. If false, the
rotations will happen instantly.
turnSpeed float
The rate at which this object will rotate towards the Look At Target, expressed as radians per
second. This value is ignored if Use Turn Speed is false.
useFixedUpdate bool
If true, this tool will update based on a fixed measure of time, used just prior to physics updates
on Rigidbody objects. If false, this will be updated each frame, which is variable and can be
slightly out of sync with physics.
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Animation Series
Tool: at_AnimationSeries
Description:
Provides an animation schedule for the given game object. Can specify animations, timing,
loops, blending and optional game object to activate upon animation completion or series
completion.
Purpose:
To make a character or other animation-enabled object play animations in sequence at runtime.
Properties:
AnimStep class
stepLabel string
Optional name of this animation step. This will overwrite the generic 'Element' default label.
animClip AnimationClip
The animation clip to use during this animation step.
noBlend bool
If true, will switch to the next animation step abruptly. If false, will cross fade in transition to the
next animation step.
loops int
The number of times to repeat the animation clip.
activateOnStep GO
Optional object to activate upon start of this animation step.
targetGO GO
The object whose Animation component will drive this animation sequence.
animSeries AnimStep[]
The list of steps in this animation sequence.
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defaultIdle AnimationClip
Optional looping animation clip to blend to and from during delays and after the sequence is
complete.
startDelay float
Time in seconds from activation of this tool until the sequence starts.
maxStartDelay float
An optional Start Delay defining an upper limit, a range to choose from randomly.
continuousLoop bool
If true, will repeat the animation sequence once it has completed.
activateOnComplete GO
Optional object to activate upon completion of the animation sequence.
resetOnComplete bool
If true, will deactivate this game object upon completion of the series. If false, this component
will be disabled instead. However, if Continuous Loop is true, this control will be ignored.
useFixedUpdate bool
If true, this tool will update based on a fixed measure of time, used just prior to physics updates
on Rigidbody objects. If false, this will be updated each frame, which is variable and can be
slightly out of sync with physics.
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Light Fader
Tool: at_LightFader
Description:
Fades light intensity values on given light game objects either up or down. Options include
control over interpolation via animation curve.
Purpose:
To fade lights up or down, or to cross-fade lighting.
Properties:
FadeGroup class
eventLabel string
Optional name of this fade event. This will overwrite the generic 'Element' default label.
lights GO[]
A list of lights to fade as a single group.
targetIntensity float
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.
delay float
Time in seconds from beginning of this Fade Event until the fade starts.
duration float
The duration of the fade in seconds.
fadeInterpolation AnimationCurve
Optional rate of fade over time. If not defined, will interpolate linearly.
fadeEvents FadeGroup[]
A list of light fade events to perform in sequence.
activateOnComplete GO
Optional object to activate upon completion of all Fade Events.
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resetOnComplete bool
If true, will deactivate this game object upon completion of all Fade Events. If false, this
component will be disabled instead.
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Material Fader
Tool: at_MaterialFader
Description:
Transitions the color on a given object’s material to a specified color over time.
Purpose:
To fade a given object to a particular color, or to fade it in or out by fading the alpha channel.
Properties:
FadeChannel enum
All Fade red, green, blue and alpha together.
Alpha Fade only the alpha channel.
Colors Fade red, green and blue together.
RedOnly Fade only the red channel.
GreenOnly Fade only the green channel.
BlueOnly Fade only the blue channel.
FadeDetail class
targetLabel string
Optional name of this material fade. This will overwrite the generic 'Element' default label.
materialSlot int
The material slot to fade.
fadeChannel FadeChannel
The channels of color to fade.
fadeColor Color
The color to fade to.
fadeDelay float
Time in seconds from activation of this tool until the fade begins.
fadeDuration float
The duration of the fade in seconds.
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fadeInterpolation AnimationCurve
Optional rate of fade over time. If not defined, will interpolate linearly.
fadeObject GO
The object whose Mesh Renderer or Skinned Mesh Renderer will fade. If none is specified, this
game object will be used as the Fade Object.
fadeTargets FadeDetail[]
A list of material targets to fade between in sequence.
activateOnComplete GO
Optional object to activate upon completion of all Fade Targets.
resetOnCompelte bool
If true, will deactivate this game object upon completion of all Fade Targets. If false, this
component will be disabled instead.
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Material Trigger
Tool: at_MaterialTrigger
Description:
A material switcher to override prefab/mesh texture configurations at runtime. Configurable
mesh, material and material slot reference.
Purpose:
To specify arbitrary material configuration on prefab characters or miscellaneous game objects.
Properties:
MaterialSwap class
swapLabel string
Optional name of this material swap. This will overwrite the generic 'Element' default label.
swapObject GO
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.
swapMaterial Material
The material to swap to.
materialSlot int
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 re-
activation. If false, this component will be disabled instead.
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Material Warper
Tool: at_MaterialWarper
Description:
Animates the texture of a material in a cycle over a specified time, in tile scale or offset position.
Purpose:
To move the texture of a material in texture space over time, and make static textures appear
fluid or otherwise dynamic.
Properties:
warpTileX AnimationCurve
The change in X scale value of the tiling for the material over time.
warpTileY AnimationCurve
The change in Y scale value of the tiling for the material over time.
warpTilingCycle float
The time in seconds is takes to loop through the values for warp tile scale.
warpOffsetX AnimationCurve
The change in X position value of the material, as an offset of the source texture, over time.
warpOffsetY AnimationCurve
The change in Y position value of the material, as an offset of the source texture, over time.
warpOffsetCycle float
The time in seconds it takes to loop through the values for warp offset position.
randStartOffset bool
If true, the tile and offset values will be randomized at scene start. If false, they will start at their
beginning curve value.
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Mover Series
Tool: at_MoverSeries
Description:
Will move a game object to a series of target game object locations, orientations and/or scales
in sequence. Options include delay, duration, separate ease in and ease out, lock rotation Z at
zero, use shortest rotation, game object activation upon completion, and smoothing out series
movement.
Purpose:
To move an object in the scene from a set position, orientation and/or scale through those
defined by multiple target game objects.
Properties:
SimpleMove class
moveLabel string
Optional name for this move in the series. This will overwrite the generic 'Element' default label.
moveTarget GO
The object whose transform represents the target position, rotation and scale of the move.
moveDelay float
Time in seconds from activation of this part of the sequence until the move begins.
moveDuration float
The duration of the move in seconds.
easeOut bool
If true, the move will begin slowly.
easeIn bool
If true, the move will end slowly.
useShortestRot bool
If true, will rotate towards the target orientation in the shortest direction. If false, rotate by
interpolating axis degree values even if that is longer. (Default: true)
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zeroRotationZ bool
If true, will keep rotation locked at zero along the Z axis. This prevents roll in a camera move, for
example. (Default: true)
moveObject GO
The game object to move. If not defined, this game object will be moved.
sequence SimpleMove[]
A list of moves to perform in sequence.
smoothPath bool
If true, will smooth out corners in the translation path for this sequence. Move Targets between
the start and end of the sequence can be missed in this mode, as they only influence the path,
rather than define positional targets.
useFixedUpdate bool
If true, this tool will update based on a fixed measure of time, used just prior to physics updates
on Rigidbody objects. If false, this will be updated each frame, which is variable and can be
slightly out of sync with physics.
activateOnComplete GO
Optional object to activate upon completion of this sequence.
resetOnComplete bool
If true, will deactivate this game object upon completion of the move series and replay the
series upon re-activation.
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Mover Single
Tool: at_MoverSingle
Description:
Will move a game object to a target game object position, orientation and/or scale. Configurable
properties include delay, move time, ease in/out option, lock Z rotation at zero, use shortest
rotation, continuous movement, and reset on complete.
Purpose:
To move an object in the scene from a set position, orientation and/or scale to those defined by
a target game object.
Properties:
moveObject GO
The game object to move. If not defined, this game object will be moved.
moveTarget GO
The object whose transform represents the target position, rotation and scale of the move.
moveDelay float
Time in seconds from activation of this tool until the move begins.
moveDuration float
The duration of the move in seconds.
easeOut bool
If true, the move will begin slowly.
easeIn bool
If true, the move will end slowly.
shortestRotation bool
If true, will rotate towards the target orientation in the shortest direction. If false, rotate by
interpolating axis degree values even if that is longer.
zeroRotationZ bool
If true, will keep rotation locked at zero along the Z axis. This prevents roll in a camera move, for
example.
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continuousMove bool
If true, will repeat the move cycle, including delay, and will accumulate all transforms.
useFixedUpdate bool
If true, this tool will update based on a fixed measure of time, used just prior to physics updates
on Rigidbody objects. If false, this will be updated each frame, which is variable and can be
slightly out of sync with physics.
resetOnComplete bool
If true, will deactivate this game object upon completion of the move and replay the move upon
re-activation.
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Object Tether
Tool: at_ObjectTether
Description:
Define a distance between two game objects, and have the second pulled toward the first, if
outside that distance. Configurations for tension.
Purpose:
To tether the one object to another, and have it pulled as if by an invisible rope.
Properties:
tetherHitch GO
The object whose transform represents the pulling end of this tether.
tetheredObject GO
The object whose transform will be pulled by the Tether Hitch.
tetherLength float
The length of allowable slack between the Tether Hitch and the Tethered Object, expressed as
distance. (Default: 5.0)
tetherTension float
The tension of the tether that translates to the apparent stiffness of the tether. This value
represents how aggressively the Tethered Object will be maintained within Tether Length.
Typically, this is between zero and one. (Default: 0.1)
useFixedUpdate bool
If true, this tool will update based on a fixed measure of time, used just prior to physics updates
on Rigidbody objects. If false, this will be updated each frame, which is variable and can be
slightly out of sync with physics.
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Parent Trigger
Tool: at_ParentTrigger
Description:
Parents one object to another, with option to only parent and not inherit the parent's transform
position and rotation.
Purpose:
To modify the hierarchy and parent / child relationship for purposes of transform inheritance,
and/or to snap one object's position or orientation to another.
Properties:
targetGO GO
The object whose transform will be parented to, and potentially snapped to match, the Target
Parent.
targetParent GO
The object whose transform represents the target for parenting or snapping. If this is null, the
Target GO will be un-parented.
parentDelay float
Time in seconds from activation of this tool until parenting operation occurs.
snapPosition bool
If true, move the Target GO to match the position of the Target Parent. This is the same as
teleporting the Target GO.
snapRotation bool
If true, rotate the Target GO to match the orientation of the Target Parent.
useFixedUpdate bool
If true, this tool will update based on a fixed measure of time, used just prior to physics updates
on Rigidbody objects. If false, this will be updated each frame, which is variable and can be
slightly out of sync with physics.
resetOnTrigger bool
If true, will deactivate this game object upon parenting and repeat the parenting upon re-
activation. If false, will disable this component instead.
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Particle Trigger
Tool: at_ParticleTrigger
Description:
A trigger for particle system objects that can play once, play loop or stop its emission.
Purpose:
To control a particle system emission while maintaining the active particles, even if stopped.
Properties:
ParticleAction enum
Play The particle emission will launch new particles as configured, setting Loop to false.
Loop The particle emission will launch new particles as configured, setting Loop to true.
Stop The particle emission will stop, but existing particles will continue their configured life.
particleSystemObject ParticleSystem
The particle system to trigger and act upon.
particleAction ParticleAction
The action to perform on the Particle System Object.
actionDelay float
The amount of time in seconds between the activation of this trigger and the action performed.
resetOnTrigger bool
If true, this tool with be deactivated upon completion of the action. If false, this tool with be
disabled instead.
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Render Trigger
Tool: at_RenderTrigger
Description:
Will transition the configured skybox and other render settings to those specified by this tool.
Purpose:
To fade the skybox, fog and ambient lighting to arbitrary settings at runtime. Note: This is not
intended for use with procedural skyboxes.
Properties:
fogSpecs class
fogColor Color
The target color of the fog.
fogMode FogMode
The Fog Mode to use for the transition. (Default: FogMode.Linear)
fogDensityExp float
The target value for the density of exponential fog.
fogNearLinear float
The target value for linear fog near distance.
fogFarLinear float
The target value for linear fog far distance.
changeSkybox bool
If true, will blend the current skybox to Skybox Material.
skyboxMaterial Material
The material to blend for the skybox.
changeAmbientLight bool
If true, will blend the ambient light from the current color to Ambient Light Color.
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ambientLightColor Color
The color to blend to the ambient light.
changeFog bool
If true, will blend the fog values from the current to the Fog specifications.
fog fogSpecs
Target fog settings for the blend.
changeDelay float
Time in seconds from activation of this tool until the render settings blend will begin.
changeDuration float
The duration of the render settings blend.
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Spawn Trigger
Tool: at_SpawnTrigger
Description:
Will create copies of a given prefab at a target game object.
Purpose:
A prefab copier (or factory) to make objects appear in a scene at runtime upon trigger.
Properties:
spawnPrefab GO
The prefab object to spawn, as a clone of the prefab reference. This object must be found in a
project folder called Resources to be accessible at runtime.
spawnTarget GO
The object whose transform position, rotation and scale represent the target transform values
for the prefab to be spawned.
spawnName string
The name to be given to spawned objects. If none is provided, the Spawn Prefab name will be
used with the suffix, _spawn”.
lifespan float
The time in seconds in which the spawned object will exist in the scene. If zero, the object will
be allowed to exist indefinitely.
maxAlive int
The maximum number of spawned objects this factory will allow. If more are created, the oldest
will be destroyed. (Default: 1)
resetOnTrigger bool
If true, will deactivate this game object upon spawning and repeat the spawning upon re-
activation. If false, will disable this component instead.
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Sprite Animator
Tool: at_SpriteAnimator
Description:
Will display a series of Sprites in sequence on a given Sprite Renderer object.
Purpose:
To play sprite animations. Options include setting frame rate and to loop sequence.
Properties:
animInterval float
The time in seconds between frames of the sprite animation. (Default: 0.2 seconds)
animSprites Sprite[]
A list of Sprites to be displayed in sequence.
spriteRenderer SpriteRenderer
The Sprite Renderer to display this animation. This renderer should be set to the first Sprite of
the sequence.
loop bool
If true will continue to repeat this animation sequence from the beginning. If false, will stop
once the sequence is complete.
activateOnComplete GO
Optional object to activate upon completing the sequence.
resetOnComplete bool
If true, will deactivate this game object upon completing the sequence and replay the sequence
upon reactivation. If false, this component will be disabled instead. However, if Loop is true, this
control will be ignored.
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Teleport Trigger
Tool: at_TeleportTrigger
Description:
Will teleport a game object, namely the player avatar, to a specified location.
Purpose:
To teleport objects to an arbitrary position and orientation.
Properties:
teleportObject GO
The object to be teleported.
teleportTargetObject GO
The object whose transform represents the position and potentially the rotation for the teleport
event.
teleportDelay float
Time in seconds from activation of this tool until the teleport event occurs.
ignoreRotation bool
If true, the Teleport Object will not be rotated to match the orientation of the Teleport Target
Object.
useFixedUpdate bool
If true, this tool will update based on a fixed measure of time, used just prior to physics updates
on Rigidbody objects. If false, this will be updated each frame, which is variable and can be
slightly out of sync with physics.
resetOnTrigger bool
If true, will deactivate this game object upon teleport and repeat the teleport event upon re-
activation. If false, will disable this component instead.
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Texture Animator
Tool: at_TextureAnimator
Description:
Will play a series of Textures in sequence on a given Material.
Purpose:
To play texture animations. Options include setting frame rate and to loop sequence.
Properties:
animInterval float
The time in seconds between frames of the texture animation. (Default: 0.2 seconds)
animTextures Texture[]
A list of Textures to be displayed in sequence.
animMaterial Material
The Material to display this animation. The base texture for this Material should be set to the
first Texture of the sequence.
loop bool
If true will continue to repeat this animation sequence from the beginning. If false, will stop
once the sequence is complete.
activateOnComplete GO
Optional object to activate upon completing the sequence.
resetOnComplete bool
If true, will deactivate this game object upon completing the sequence and replay the sequence
upon reactivation. If false, this component will be disabled instead. However, if Loop is true, this
control will be ignored.
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Time Dilator
Tool: at_TimeDilator
Description:
Temporarily adjusts the scale at which time progresses.
Purpose:
To present slow motion or fast motion effects at runtime.
Properties:
timeDilation float
The rate at which time till appear to pass, expressed as a number that is more than zero, where
standard time is equal to one.
timeDilationDelay float
Time in seconds from activation of this tool until time is dilated.
timeDilationDuration float
The duration of the time dilation event in seconds. The duration value will represent real world
time if Dilate Duration below is true.
dilateDuration bool
If true, the duration specified above will be automatically scaled by Time Dilation at runtime, so
the Dilation Duration value as configured can represent time in real world seconds. If false, the
duration of the Time Dilation event itself will be dilated. (Default: true)
resetOnComplete bool
If true, will deactivate this game object upon completion of the time dilation event and repeat
the event upon re-activation. If false, will disable this component instead.
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Volume Thruster
Tool: at_VolumeThruster
Description:
Applies thrust within this game object’s collision volume, based on given world space vector and
magnitude, to valid colliding game objects.
Purpose:
To push, nudge or launch physics-enabled game objects, such as character controllers. Note:
This game object must have a collider component set to isTrigger = true
Properties:
thrustVector Vector3
The direction of thrust to apply to valid Rigidbody colliders or character controllers that fall
within this tool's Collider. If this is zero, will radiate thrust from the center of this object.
(Default: Vector3.up)
useLocalSpace bool
If true, will orient the thrust vector based on the local rotation of this game object. If false, the
thrust vector will be based on global space.
thrustMagnitude float
The amount of thrust to be applied in the direction of the Thrust Vector or radially if zero,
expressed as distance per frame.
validCollider GO
Optional reference to a specific object to allow, to the exclusion of all other colliders. If this is
null, any Rigidbody collider or character controller will be considered valid. Note Rigidbody and
character motor components handle gravity in independent ways and differ by default settings.
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Audio Fader
Tool: at_AudioFader
Description:
Will transition the volume of audio sources on a game object to a specified volume.
Purpose:
To fade volumes of audio objects up or down.
Properties:
audioObject GO
The object whose Audio Source volume values will be faded. The volume will fade from a single
volume value, the first one found. Typically, audio objects should therefore be grouped if they
are intended to share the same volume value when this Fade Event begins.
fadeAllChildren bool
If true, will fade all found Audio Sources on children of the Audio Object. If false, will simply
adjust Audio Sources on the Audio Object.
targetVolume float
The volume value to fade to. This must be a value between zero and one.
fadeDelay float
Time in seconds from activation of this tool until the fade event occurs.
fadeDuration float
The duration of the fade in seconds.
fadeInterpolation AnimationCurve
Optional rate of fade over time. If not defined, will interpolate linearly.
resetOnComplete bool
If true, will deactivate this game object upon completion of the fade event and repeat the event
upon re-activation. If false, will disable this component instead.
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Audio Series
Tool: at_AudioSeries
Description:
Plays a series of audio objects (game objects with Audio Source components), with optional time
padding at start and in-between. Options to activate an object at the end of the series, and to
parent the audio object to another game object (like the player avatar).
Purpose:
To play a series of audio objects, automatically timed to the length of each clip. A simple way to
present dialog in cinematic sequences.
Properties:
Step class
stepLabel string
Optional name for this step. This will overwrite the generic 'Element' default label.
audioSequence GO[]
A list of audio objects to activate in sequence. An audio object is simply a game object with an
Audio Source component.
timePadding float
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.
activateOnStep GO
Optional object to activate upon reaching this Audio Step.
audioParent GO
Optional object to parent audio objects to, and define position for, when first activated.
audioSteps Step[]
A list of audio objects to play in sequence.
activateOnComplete GO
Optional object to activate upon completion of this audio series.
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resetOnComplete bool
If true, will deactivate this game object upon completion of the series and repeat the series
upon re-activation. If false, will disable this component instead.
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Audio Single
Tool: at_AudioSingle
Description:
Delays the start of an audio play and/or delays the loop of an audio source on this game object.
Options to specify range of random loop delay, and to specify a range of variation in pitch.
Purpose:
To have an audio source offset in time, or to make a looping audio source vary each loop in pitch
or time. In other words, to make a looping audio clip not immediately recognizable as looping.
Properties:
startDelay float
Time in seconds from activation of this tool until audio play.
loopDelay float
If the Audio Source component Loop property is true, this value is the time in seconds between
plays of the audio clip.
maxLoopDelay float
Optional maximum range of loop delay in seconds, to be chosen at random.
pitchVariance float
Variation in pitch between loop audio plays, expressed as a percentage.
resetOnTrigger bool
If true, will deactivate this game object upon playing once and respect Start Delay and Pitch
Variance upon re-activation. If false, will disable this component instead unless Audio Source
Loop is true.
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Music Manager
Tool: at_MusicManager
Description:
Will handle transitions between music audio clips, as triggered by a Music Trigger. Option for
transition speed.
Purpose:
Manage music in scenes, so as to cross-fade between music tracks.
Properties:
fader float
The current position of the cross fader between two Audio Sources created here at runtime,
which are used to mix music audio over time.
faderTarget float
The target position of the fader. This is meant to be a number between zero and one,
representing a percentage from the first Audio Source to the second.
faderSpeed float
The relative rate at which the fader will transition between audio sources, expressed as a
percentage per frame. (Default: 0.05, or 5%)
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Music Trigger
Tool: at_MusicTrigger
Description:
Calls on a Music Manager to load a music audio clip and transition to it via cross fade.
Purpose:
To trigger the next music track to play or to fade out music.
Properties:
musicClip AudioClip
The Audio Clip to play on the Music Manager. This will be mixed into any current music audio via
cross fade, and if this is null, any current music will fade out. If this clip matches the current
music audio, the trigger will be ignored rather than cross-fading into a duplicate clip. The Audio
Clip must be in a folder named Resources to be available for loading at runtime.
relayDelay float
Time in seconds from activation of this tool until music mix begins.
resetOnTrigger bool
If true, will deactivate this object upon music mix and repeat the mix upon re-activation. If false,
will disable this component instead.
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SFX Object
Tool: at_SFXObject
Description:
Identifies this game object as an audio object that can be muted via Menu Manager. Option
includes defining the type of audio, matching options for toggling as defined from the Scene
Manager.
Purpose:
To make sure audio objects are muted when the appropriate option is toggled off.
Properties:
SoundType enum
SFX This is a sound effect audio object.
Music This is a musical ‘sting’ (non-looping clip) audio object.
Voice This is a voice audio object.
Interface This is an interface audio object.
Movie This is a movie audio object.
soundType SoundType
The type of sound this audio object represents for mute controls as defined by the Scene
Manager. Note that Music is available for musical 'stings', as opposed to looping music tracks,
handled by the Music Manager.
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Camera Manager
Tool: at_CameraManager
Description:
Turns camera objects on/off in sequence, with target camera object references. Options for
delay & duration of cut, use of separate microphone object, flow control and game object to
activate upon cut completion.
Purpose:
To present a cinematic sequence, a series of camera shots that cut from one camera to another.
Properties:
managedCamera Camera
The camera that will be suspended during this cinematic sequence. Typically this is the Main
Camera object, and if none is specified, this value will default to Main Camera at runtime.
CineCutCam class
cutLabel string
Optional name for this shot. This will overwrite the generic 'Element' default label.
cutToCam Camera
The camera used in this shot. Camera objects will be deactivated at the beginning of this
cinematic and activated in sequence.
cutDuration float
The duration of the shot in seconds. However, if this value is zero, the shot length will be
considered infinite.
activateOnCut GO
Optional reference to an object to activate upon reaching this shot.
cineCuts CineCutCam[]
A list of shots in this cinematic sequence.
useMicrophone bool
If true, Audio Listeners will be disabled and use of a separate Audio Listener tool is assumed. If
false, Audio Listeners will be toggled on each camera object in sequence.
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activateOnComplete GO
Optional reference to an object to activate upon completion of this cinematic sequence.
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Camera Shaker
Tool: at_CameraShaker
Description:
Shakes a specified camera with multiple configurations available.
Purpose:
To cause a camera to shake, as if bumped, rattled, rocked or hand-held, depending on settings
given.
Properties:
targetCamera Camera
The camera to shake. If not specified, at runtime this will default to a Camera component on this
object, or if nothing else, the Main Camera.
shakeDelay float
Time in seconds from activation of this tool until camera shake begins. (Default: 0.1 seconds)
shakeDuration float
The duration of the shake in seconds. (Default: 1 second)
shakeAttack float
A measure of how forceful the shake performs initially, a number between zero and one. The
higher the number, the more abrupt the shake will begin.
shakeFalloff float
The amount the shake should ramp down at the end, a number between zero and one. The
higher the number, the more gradual the shake will fade out. (Default: 1.0)
shakeCamPos Vector3
The amplitude of shake position along each axis of movement, expressed as distance.
posVariance float
The amount of variation applied randomly to position shake along each axis, expressed as
distance. (Default: 0.1 units)
shakeCamRot Vector3
The amplitude of shake rotation along each axis of rotation, expressed in degrees.
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rotVariance float
The amount of variation applied randomly to rotation shake along each axis, expressed as
degrees. (Default: 1 degree)
shakeFrequency float
The number of shake cycles to perform per second.
frequencyVariance float
The amount of variation applied randomly to frequency each frame, expressed as shake cycles
per second. Note this variance has a lot of control over shake results. (Default: 0.1)
returnOnComplete bool
If true, will return the Target Camera to the transform position and rotation found at the
beginning of the shake. If false, will leave the Target Camera at arbitrary transform values at the
end of the shake.
resetOnCompelte bool
If true, will deactivate this game object upon completion of the shake event and repeat the
event upon re-activation. If false, will disable this component instead.
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Camera Zoomer
Tool: at_CameraZoomer
Description:
Interpolates between current and target field of view values on a camera.
Purpose:
To present a zoom in/out effect on cameras.
Properties:
zoomCamera Camera
The camera to zoom. If none is defined, will default to the camera component on this object, or
the main camera if that fails.
targetFieldOfView float
The Field Of View target value to zoom toward. This must be a value between one and 179.
zoomDelay float
Time in seconds from activation of this tool until camera zoom begins.
zoomDuration float
The duration of the zoom in seconds.
zoomInterpolation AnimationCurve
Optional rate of zoom over time. If not defined, will interpolate linearly.
resetOnComplete bool
If true, will deactivate this tool upon completion of the zoom and repeat the zoom upon re-
activation.
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Captions Manager
Tool: at_CaptionsManager
Description:
Will manage a series of text captions at the bottom of the screen when called by a Captions
Trigger.
Purpose:
To present text captions or dialog without recording vocal audio.
Properties:
Caption class
captionSpeaker string
Optional name of the speaker, to be formatted as Speaker: Text’.
captionText string
The caption text to display.
captionDuration float
The duration of this caption in seconds.
captions Caption[]
A list of screen captions to display in sequence.
captionsPadding float
Time in seconds between display of each caption. (Default: 0.25 seconds)
captionsDepth int
The layer order of the captions. The larger the number, the more behind the layer is configured
to display the caption text. (Default: -1)
captionsMuted bool
If true, will hide captions. Note that captions are not paused if muted.
captionsFontSize int
The font size of the captions text as displayed at a screen width of 1024 pixels. The font will
scale appropriately. This value will override the font size as defined in its GUI Style. (Default: 30)
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captionsTextColor Color
The top color of the captions text. This value will override the normal text color as defined in its
GUI Style. (Default: Color.white)
captionsTextPadding float
The amount of padding around the captions text. This is measure in proportions of screen space;
typically zero to 0.5. This value will override the padding as defined in its GUI Style. (Default:
0.05, or 5% of screen space)
captionsStyle GUIStyle
An optional style for the captions display, to change the font of the captions text, for example.
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Captions Trigger
Tool: at_CaptionsTrigger
Description:
Will call the Caption Manager in the scene and load specified captions to play in sequence.
Purpose:
To trigger the next captions to display.
Properties:
captions at_CaptionsManager.Caption[]
The screen captions to send to the captions manager for display.
captionsDelay float
Time in seconds from activation of this tool until the captions are sent to the captions manager.
useAutoDurations bool
If this is true, Caption Durations will be automatically calculated at runtime, as an approximation
based on the length of the Caption Text. If false, Caption Duration will be used as configured.
resetOnTrigger bool
If true, will deactivate upon trigger and respect CaptionsDelay upon re-activation.
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Movie Trigger
Tool: at_MovieTrigger
Description:
Will control standard .ogg / .ogv format movie file playback.
Purpose:
To play, pause, stop or replay movies upon trigger.
Properties:
MovieAction enum
Play Play the movie and audio from the current position.
Pause Pause the movie and audio.
Stop Stop the movie and audio, and rewind the current position to the beginning.
Replay Rewind the movie and audio from the beginning and play them.
movieScreen GO
The object whose Renderer is to display the movie. This Renderer's Material main texture must
be of type MovieTexture to be valid. This can be created by dragging the movie reference onto
the object.
movieAction MovieAction
The movie action to trigger. Note that Stop will both stop and rewind the movie. (Default:
MovieAction.Play)
movieSpeaker GO
An optional object whose Audio Source is to play the audio with the movie. If not specified, at
runtime this will default to the Movie Screen object and an Audio Source will be added
automatically.
resetOnTrigger bool
If true, will deactivate this game object upon completion of the Movie Action and repeat the
action upon re-activation. If false, will disable this component instead.
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Overlay Fader
Tool: at_OverlayFader
Description:
Manages images meant to overlay the viewport. Options for fade up and down, with delay and
duration.
Purpose:
To present title cards or to fade to/from black, or to make use of faux displays for various visual
effects (such as the Half Life 2 menu 'unfocused' effect)
Properties:
overlayImage Texture
The texture swatch or image to display over the entire screen.
overlayDepth int
The layer order of this fader. The larger the number, the more behind the layer is configured to
display the overlay.
overlayFadeUp bool
If true, will fade this Overlay Image up from clear.
fadeUpStart float
Time in seconds from activation of this tool until fade up begins.
fadeUpDuration float
The duration of the fade up in seconds.
fadeUpInterpolation AnimationCurve
Optional rate of fade up over time. If not defined, will interpolate linearly.
overlayFadeDown bool
If true, will fade this Overlay image down to clear.
fadeDownStart float
Time in seconds from the end of the fade up until fade down begins. The Fade Up Start and Fade
Up Duration time values will be respected even if Overlay Fade Up is false.
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fadeDownDuration float
The duration of the fade down in seconds.
fadeDownInterpolation AnimationCurve
Optional rate of fade down over time. If not defined, will interpolate linearly.
resetOnComplete bool
If true, will respect all fade timing upon reactivation of this tool. If false, this tool will be disabled
upon completion of all fades.
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Cheat Manager
Tool: at_CheatManager
Description:
Will activate, deactivate or toggle another game object upon detection of a given string of
alphanumeric characters.
Purpose:
To trigger objects based on entered cheat codes.
Properties:
CheatAction enum
Activate The trigger object will be activated when this code is detected.
Deactivate The trigger object will be deactivated when this code is detected.
Toggle The trigger object will be toggled when this code is detected.
CheatEvent class
cheatCode string
The unique string of alphanumeric characters to check. Each of these characters must be
entered in sequence to be a valid cheat code.
objectToTrigger GO
The object to act upon when the Cheat Code is detected. The object will be activated or
deactivated or toggled.
cheatAction CheatAction
The action to take once the Cheat String is detected.
codes CheatEvent[]
The cheat codes to act upon. To avoid confusion, make sure no cheat code sequence can be
found within another.
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Counter Trigger
Tool: at_CounterTrigger
Description:
Will activate another game object upon being triggered a specified count number of times.
Purpose:
To handle accumulative triggers that will then activate another game object.
Properties:
targetCount int
The number to count to before activating another object. (Default: 1)
countOnActivate bool
If true, will count based on activation of this object. If false, will count based on this Collider's
trigger event.
activateOnComplete GO
The object to activate upon reaching the Target Count.
validCollider GO
Optional reference to a specific object to allow during this Collider's trigger event. If this is null,
any capsule collider or character controller will be considered valid.
configureFor2D bool
If true, 2D Collider components will be used as a basis for collision trigger. If false, 3D Collider
components will be used instead.
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Distance Measure
Tool: at_DistanceMeasure
Description:
A tool that calculates the distance value between two game objects.
Purpose:
To measure the distance between objects and store the result for other tools, such as Math
Relay.
Properties:
startMeasure GO
One of two game objects to measure distance between.
endMeasure GO
The other game object to measure distance between.
Distance float
The measured distance between Start Measure and End Measure objects each frame. This
property is automatically updated at runtime.
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Economy Manager
Tool: at_EconomyManager
Description:
Will keep track of an arbitrary resource amount, receive trigger input to adjust that amount, and
trigger other game objects when given thresholds are reached. Can display the amount as a HUD
item at given screen locations.
Purpose:
To track and display various economies, and to serve as general managers of the resource.
Properties:
EconType enum
IntegerNum This economy is based on integers, or whole numbers.
FloatNum This economy is based on floating-point numbers, or decimal numbers.
PercentNum This economy is based on a percentage, displayed with a “%”.
TimeSec This economy is time-based, displaying seconds.
TimeMinSec This economy is time-based, displaying minutes and seconds, as MM:SS.
TimeMinSecHun This economy is time-based, displaying minutes, seconds and
hundredths of a second, as MM:SS.HH.
MarkAction enum
Activate The trigger object will be activated when this value is reached.
Deactivate The trigger object will be deactivated when this value is reached.
Toggle The trigger object will be toggled when this value is reached.
EconPoint class
markLabel string
Optional name for this Economy Mark. This overwrites the default 'Element 0' label.
markValue float
The economy value to detect and act upon.
onMarkTrigger GO
The object to act upon when the Mark Value is reached. The object will be activated or
deactivated or toggled.
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onMarkAction MarkAction
The action to take once the Mark Value is reached.
economyType EconType
The type of economy this manager is to track. This type determines values tracked as well as
display. If a Time type, will act as a timer when triggered.
economyMin float
The minimum value the economy can reach.
economyMax float
The maximum value the economy can reach.
economyStart float
The starting value of the economy.
economyRoundTo int
The decimal place to round the economy value. If the Economy Type is IntegerNum, this
property is ignored.
economyMarks EconPoint[]
A list of values of this economy, that when reached, various actions may be performed as a
result.
economyDisplay string
The text to display for this economy. This value is automatically updated at runtime.
displayEconomy bool
If true, will display the economy value in the viewport. (Default: true)
displayTop float
The top edge of the economy value display, expressed as a ratio of vertical screen space, which
is typically a number between zero and one.
displayLeft float
The left edge of the economy value display, expressed as a ratio of horizontal screen space,
which is typically a number between zero and one.
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displayFontSize int
The font size of the economy value display. This is the font size as displayed at a screen width of
1024 pixels, and will be scaled appropriately. (Default: 20)
displayColor Color
The color of the economy value display. (Default: Color.white)
displayDepth int
The layer order of the economy value display. The larger the number, the more behind the layer
is configured to display the economy value.
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Economy Trigger
Tool: at_EconomyTrigger
Description:
Will change the value of an economy by a given amount.
Purpose:
To trigger economy changes. Options for incrementing, decrementing, and amount.
Properties:
economyManager at_EconomyManager
The Economy Manager to trigger.
triggerAmount float
The amount to change the managed economy value. This can be positive or negative number. If
a time-based economy, any positive or negative value will begin the timer to run, while a zero
value will cause the timer to stop.
relayOnActivate bool
If true, trigger the change in economy based on time from activation of this tool. If false, trigger
based on this Collider's trigger event.
relayDelay float
The number of seconds between the activation of this tool and the change in economy value.
validCollider GO
Optional reference to a specific object to allow during this Collider's trigger event. If this is null,
any capsule collider or character controller will be considered valid.
useFixedUpdate bool
If true, this tool will update based on a fixed measure of time, used just prior to physics updates
on Rigidbody objects. If false, this will be updated each frame, which is variable and can be
slightly out of sync with physics.
resetOnTrigger bool
If true, will deactivate this tool upon trigger and repeat the trigger upon re-activation. If false,
will disable this component instead.
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configureFor2D bool
If true, this tool will work with only 2D collider components. If false, this tool will work with only
3D collider components. This setting is only necessary if Relay On Activate is false.
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Event Manager
Tool: at_EventManager
Description:
Activates and/or deactivates objects as a group, and in non-sequential steps. Option available to
only enable and/or disable the script components found on these objects; keeping the objects,
and any child objects, active.
Purpose:
To toggle preset game objects in scene at runtime, and to cause general state changes in scene
by use of an Event Trigger.
Properties:
Step class
eventLabel string
Optional name for this event. This will overwrite the generic 'Element' default label.
objectsToActivate GO[]
A list of objects to activate upon trigger of this event.
objectsToDeactivate GO[]
A list of objects to deactivate upon trigger of this event.
affectScriptsOnly bool
If true, will enable or disable all MonoBehaviour script components found on event reference
objects and leave the activation state of the objects as they are. If false, will simply activate or
deactivate event reference objects, which has a recursive effect on any of their child objects.
eventSteps Step[]
Each event that can be triggered, as expressed by objects that are activated or deactivated.
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Event Series
Tool: at_EventSeries
Description:
Will act as a sequence of Event Triggers upon a given Event Manager.
Purpose:
To play out a set number of events in a timed sequence.
Properties:
eStep class
eventStep int
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.
eventDelay float
Time in seconds from reaching this step in the sequence until the event is triggered and the next
step is reached.
eventManager GO
The Event Manager object to call when this event is triggered.
eventSequence eStep[]
A list of event steps to trigger in sequence.
useFixedUpdate bool
If true, this tool will update based on a fixed measure of time, used just prior to physics updates
on Rigidbody objects. If false, this will be updated each frame, which is variable and can be
slightly out of sync with physics.
resetOnComplete bool
If true, will deactivate this game object upon completion of the sequence and repeat the
sequence upon re-activation. If false, will disable this component instead..
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Event Single
Tool: at_EventSingle
Description:
Will call an Event Manager game object to process an event step. Options include delay, a valid
collider reference and a conditional object that must be active to allow the event to trigger.
Purpose:
To trigger event steps to change, either by collision trigger or by timed event.
Properties:
eventManager GO
The Event Manager object to call when this event is triggered.
eventStep int
The Event Step index to request when this event is triggered. Like all arrays, the first element
has an index of zero.
relayOnActivate bool
If true, call the event to be triggered based on time from activation of this tool. If false, call the
event based on this Collider's trigger event.
relayDelay float
Time in seconds from activation of this tool until the event can be triggered. Note this tool will
then continue to attempt to trigger the event if Conditional If Active refers to a currently
deactivated object.
validCollider GO
Optional reference to a specific object to allow during this Collider's trigger event. If this is null,
any capsule collider or character controller will be considered valid.
conditionalIfActive GO
Optional reference to an object whose activation state will determine whether the event will be
called. The event will only be triggered if and when the object is active.
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useFixedUpdate bool
If true, this tool will update based on a fixed measure of time, used just prior to physics updates
on Rigidbody objects. If false, this will be updated each frame, which is variable and can be
slightly out of sync with physics.
resetOnTrigger bool
If true, will deactivate this game object upon trigger and respect any Relay Delay upon re-
activation. If false, will disable this component instead.
configureFor2D bool
If true, 2D Collider components will be used as a basis for collision trigger. If false, 3D Collider
components will be used instead.
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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
buttonName string
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.
firstPressOnly bool
If true, will only consider the first press of the button or key.
useVirtualButtons bool
If true, will use the preconfigured Axes found in the Input Manager. Ensure it is configured and
valid before using, under Edit -> Project Settings -> Input. (Default: true)
inputs InputPair[]
The inputs to check each frame.
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Interval Trigger
Tool: at_IntervalTrigger
Description:
Will activate other game objects upon reaching time intervals.
Purpose:
To trigger objects repeatedly, given specified time interval lengths and variance.
Properties:
IntervalMode enum
Regular The target object will be activated at a static interval, based on Interval.
Range The target object will be activated at a random interval based on Interval and
the Interval Variance.
Gaussian 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 IntervalMode
The time Interval Mode of this trigger.
Interval float
The base time in seconds for the interval.
intervalVariance float
The amount in seconds that the interval can vary, if the Interval Mode is not Regular.
activateOnTrigger GO
The object to activate upon reaching each interval.
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Logical Trigger
Tool: at_LogicalTrigger
Description:
Will evaluate logical conditions of other game object’s activation state and trigger another game
object if evaluated as true.
Purpose:
To trigger another object based on complex conditions.
Properties:
LogicalMode enum
Not The target object will be activated if all key objects are not active.
And The target object will be activated if all key objects are active.
Or The target object will be activated if any key object is active.
Xor The target object will be activated if only one key object is active.
logicMode LogicalMode
The Logic Mode of this trigger, determining the condition to activate a target object.
logicalKeyObjects GO[]
A list of objects whose active state are the conditions to be checked per the Logical Mode.
logicalTarget GO
The object to activate if the Logical Mode conditions evaluate as true, per the Logical Mode
setting.
deactivateIfFalse bool
If true, will deactivate the Logical Target object if the Logical Mode conditions evaluate as false.
resetOnTrigger bool
If true, will deactivate upon evaluating and evaluate again once re-activated. If false, will disable
this component instead.
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Look At Trigger
Tool: at_LookAtTrigger
Description:
Tracks the viewing angle of a camera for the purpose of activating a target object when this
game object is 'looked at'; and deactivating when 'not looked at'. Includes configurations for
viewing angle tolerance.
Purpose:
To track whether player camera is able to view particular locations.
Properties:
lookerCamera Camera
The Camera to track. Another object will be activated when the Looker Camera is looking at the
position of this tool.
useAngleTolerance bool
If true, will determine whether looked at based on the angle of the Looker Camera to this tool
and if that falls within the Angle Tolerance. If false, any appearance of the position of this tool
within frame of the Looker Camera is considered looked at.
angleTolerance float
The angle in degrees from center of Looker Camera view that is considered looked at if Use
Angle Tolerance is true. (Default: 30 degrees)
activateOnTrigger GO
The object to activate when this tool is looked at and to deactivate when not.
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Math Relay
Tool: at_MathRelay
Description:
Reads a numeric value from a property on a given tool, performs a math operation, and stores
the result value. Option to then pass the result to another tool’s numeric property.
Purpose:
To perform a math operation and relay the result to another tool.
Properties:
MathOperation enum
Addition Add the source to the Operation Value.
Multiplication Multiply the source by the Operation Value.
NoMoreThan Clamp the source to no more than the Operation Value.
NoLessThan Clamp the source to no less than the Operation Value.
RemainderAfterDividedBy Divide the source by the Operation Value and provide the
remainder.
scriptSource MonoBehaviour
The MonoBeahviour tool that contains the source property to operate on.
propertySource string
The float or integer property name to use as the source value for math operation.
operation MathOperation
The type of math operation to perform on the source property value.
operationValue float
The value to use in the math operation.
resultValue float
The math operation result value. This property will be automatically updated upon math relay.
scriptDestination MonoBehaviour
Optional MonoBehaviour tool that contains the destination property to relay the math result.
propertyDestination string
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Optional float or integer property name to use as the destination of the math result.
activateOnComplete GO
Optional object to activate upon completion of operation.
resetOnComplete bool
If true, will deactivate this game object upon completion of operation. If false, will disable this
component instead..
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Random Trigger
Tool: at_RandomTrigger
Description:
Selects randomly from an array of game object references to activate the selection. Options for
random selection mode, deactivating others not selected and triggering a game object after the
full array has been selected. (RandomExhaustive mode only)
Purpose:
To randomly activate, or trigger, one object from a list of objects.
Properties:
RandMode enum
RandomRepeat Select to activate any target object, regardless of repetition.
RandomNoRepeat Select to activate any target object, except the last selected object.
RandomExhaustive Select to activate any target object, unless it has already been selected.
targetArray GO[]
A list of objects to select for activation at random.
selectionMode RandMode
How selections are made with respect to repetition and whether all options should be
exhausted before repeating any. (Default: RandMode.RandomExhaustive)
deactivateUnselected bool
If true, will deactivate all objects in the Target Array that are not selected.
triggerOnComplete GO
Optional object to activate upon exhausting all selections in the Target Array, if the Selection
Mode is Random Exhaustive.
resetOnTrigger bool
If true, will deactivate this game object upon trigger and re-select randomly upon re-activation.
If false, will disable this component instead.
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Script Trigger
Tool: at_ScriptTrigger
Description:
Will call arbitrary methods on provided game object references based on the given message
string. Options include delay, a valid collider reference and values to pass to the script methods.
Purpose:
A trigger to use Unity's SendMessage() to call arbitrary script functionality on game objects.
Properties:
ValueType enum
None The Value To Pass is intended to be empty. There is no value send.
Boolean The Value To Pass is a Boolean value, or value of True or False.
Integer The Value To Pass is an integer value, or a whole number.
Float The Value To Pass is a floating point value, or decimal number.
String The Value To Pass is a string value, or an alphanumeric text value.
receiverObject GO
The object whose script component is to be called. Note that this call will broadcast to every
script component on this object.
methodToCall string
The method or function to call on the Receiver Object. This method must be public, and it may
take one or zero arguments below as Value To Pass. This string is the name of the method,
without parenthesis.
valueToPass string
Optional method value to send with the call as an argument. This allows the script method to
receive data with the call event. Be sure to set an appropriate Value Type.
valueType ValueType
The type of data represented with Value To Pass, if any.
relayOnActivate bool
If true, call the event to be triggered based on time from activation of this tool. If false, call the
event based on this Collider's trigger event.
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relayDelay float
Time in seconds from activation of this tool until the method is called.
validCollider GO
Optional reference to a specific object to allow during this Collider's trigger event. If this is null,
any capsule collider or character controller will be considered valid.
useFixedUpdate bool
If true, this tool will update based on a fixed measure of time, used just prior to physics updates
on Rigidbody objects. If false, this will be updated each frame, which is variable and can be
slightly out of sync with physics.
resetOnTrigger bool
If true, will deactivate this game object upon calling the Receiver Object and repeat the call
upon re-activation. If false, will disable this component instead.
configureFor2D bool
If true, 2D Collider components will be used as a basis for collision trigger. If false, 3D Collider
components will be used instead.
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Spawn Life
Tool: at_SpawnLife
Description:
Will destroy this game object when a lifespan time duration has ended.
Purpose:
To clean up game objects from a scene. Automatically added to objects by Spawn Triggers.
Properties:
lifespan float
The time in seconds this object is allowed to exist. After this time, the object will be destroyed.
spawnTrigger GO
Reference to the Spawn Trigger that spawned this object, if any.
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Tool Setup
Tool: at_ToolSetup
Description:
Will set properties on tools at runtime with given input. Options include type of input and the
ability to find game object or script-type inputs based on unique game object name.
Purpose:
To reconfigure tools at runtime. To set up spawned tools. To set up tools in a scene with tools
that migrated from another upon load.
Properties:
PropType enum
Boolean The input is a Boolean value, or value of True or False.
Integer The input is an integer value, or a whole number.
Float The input is a floating point value, or decimal number.
String The input is a string value, or an alphanumeric text value.
GameObject The input is a Game Object value, referencing a game object.
Script The input is a script value, referencing a MonoBehaviour script tool.
setupDelay float
The time in seconds from the time this tool is activated until the setup is performed.
tool MonoBehaviour
The MonoBehavior script tool that will be set up according to given Property Name, Type and
relevant Input. Note that changing values of tool properties as runtime may cause unexpected
results.
propertyName string
The name of the property to be set up. Note that property names will begin with a lower case
letter, and there will be no spaces in the name.
propertyType PropType
The type of value to be passed to the property as input. The appropriate input field below
should be populated. Note that all other input values will be ignored.
boolInput bool
If Property Type is Boolean, this value will be passed to the Tool.
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intInput int
If Property Type is Integer, this value will be passed to the Tool. Note that this will also work
with Enum properties, seen as pull down lists just like Property Type, where the first element is
zero.
floatInput float
If Property Type is Float, this value will be passed to the Tool.
stringInput string
If Property Type is String, this value will be passed to the Tool.
gameObjectInput GO
If Property Type is Game Object, this value will be passed to the Tool. Note you are allowed to
pass an empty Game Object reference value.
scriptInput MonoBehaviour
If Property Type is Script, this value will be passed to the Tool.
findInputByName bool
If true, and Property Type is either Game Object or Script, the proper input field will be
populated by the game object with the unique name indicated by Input Name.
inputName string
The unique name of the Game Object that is to be used as Game Object Input, or that contains
the script to be used as Script Input.
resetOnComplete bool
If true, this game object will be deactivated and ready for re-activation. If false, this tool will be
disabled instead.
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HUD Manager
Tool: at_HUDManager
Description:
Manages a number of HUD elements. Options for image, viewport position, scale and transitions
of the images.
Purpose:
To display general HUD images, to indicate game progression changes.
Properties:
hudTextures Texture[]
A list of textures to display on screen upon trigger.
hudDepth int
The layer order of this HUD Manager. The larger the number, the more behind the layer is
configured to display textures.
hudTop float
The top edge of the texture, expressed as a ratio of vertical screen space, which is typically a
number between zero and one.
hudLeft float
The left edge of the texture, expressed as a ratio of horizontal screen space, which is typically a
number between zero and one.
hudWidth float
The width of the texture, expressed as a ratio of horizontal screen space, which is typically a
number between zero and one. The height of the texture will remain in proportion.
fadeDuration float
The duration of the fade in seconds.
fadeColor Color
The color representing the target to fade to. (Default: Color.clear)
fadeTop float
The target top to fade to.
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fadeTopCurve AnimationCurve
Optional animation curve for the top edge to follow during the fade. If none is defined, will
interpolate linearly.
fadeLeft float
The target left to fade to.
fadeLeftCurve AnimationCurve
Optional animation curve for the left edge to follow during the fade. If none is defined, will
interpolate linearly.
fadeWidth float
The target width to fade to.
fadeWidthCurve AnimationCurve
Optional animation curve for the width to follow during the fade. If none is defined, will
interpolate linearly.
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HUD Trigger
Tool: at_HUDTrigger
Description:
Will call a HUD Manager game object in the scene to switch the current HUD item.
Purpose:
To cause HUD elements to change either by collision trigger or timed event.
Properties:
hudManager GO
The HUD Manager object to call when this HUD Item is triggered.
hudItem int
The index of the HUD Manager's HUD Texture element to display. Like all arrays, the first
element has an index of zero.
hudFade bool
If true, perform the fade on this HUD Item as specified on the HUD Manager. If false, display of
the HUD Item instantly.
reverseFade bool
If true, perform the fade in reverse.
resetOnTrigger bool
If true, will deactivate this game object upon trigger and repeat upon re-activation. If false, will
disable this component instead.
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Log Trigger
Tool: at_LogTrigger
Description:
Will send configured strings to the game log. Options to timestamp, log on deactivation of this
game object, continuous logging, and logging only changes in this game objects’ activation state.
Purpose:
To track things that happen in your trigger system and print it out to the game log for review.
Properties:
logString string
Text to print to the editor console and log file when this tool is activated.
logOnDeactivate string
Text to print when this tool is deactivated.
timestamp bool
If true, print the time in seconds since level load as a prefix to the Log String.
continuousLogging bool
If true, check for conditions to print the Log String each frame.
logChangeOnly bool
If true, only print the Log String when the activation state of this tool changes. This can be useful
if Continuous Logging is true.
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Menu Manager
Tool: at_MenuManager
Description:
Displays interactive buttons and text, with functionality to hide/show buttons based on button
pressed state and to input text. Multiple options for style, position size and behavior of buttons.
Options for text display and input, as well as a separate text display on button hover.
Purpose:
A game menu system that receives and holds data from user input, such as game options, and
works with a Scene Manager to facilitate basic menu item handling.
Properties:
MenuButton class
buttonLabel string
The name of the button and text of the button label.
buttonAltLabel string
The toggled button label displayed when Button Pressed is true.
buttonTooltip string
The text to display in the tooltip area when the cursor hovers over this button.
buttonTop float
The top edge of the button, expressed as a ratio of vertical screen space. Typically, a number
between zero and one.
buttonLeft float
The left edge of the button, expressed as a ratio of horizontal screen space. Typically, a number
between zero and one.
buttonHeight float
The height of the button, expressed as a ratio of vertical screen space. Typically, a number
between zero and one.
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buttonWidth float
The width of the button, expressed as a ratio of horizontal screen space. Typically, a number
between zero and one.
buttonPressed bool
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.
displayButton int
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.
disableButtons int[]
A list of button indexes that can disable this button if pressed.
buttons MenuButton[]
Each button control on the menu.
buttonFontSize int
The font size the button labels should appear as at a screen width of 1024 pixels. This value will
override the font size defined in its GUIStyle.
buttonStyle GUIStyle
The GUI Style defining the button appearance when enabled.
disabledButtonStyle GUIStyle
The GUI Style defining the button appearance when disabled.
buttonPressSfx AudioClip
The Audio Clip to play upon button press if the signal was received by the Scene Manager. This
audio can be configured to mute per the Scene Manager's SfxOption toggle control.
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MenuText class
defaultText string
Text to display in this control by default.
modifiedText string
The current text. This is automatically updated at runtime.
readOnly bool
If true, this text control is for display purposes only. If false, the text is editable.
textTop float
The top edge of the text control, expressed as a ratio of vertical screen space.
textLeft float
The left edge of the text control, expressed as a ratio of horizontal screen space.
textHeight float
The height of the text control, expressed as a ratio of vertical screen space.
textWidth float
The width of the text control, expressed as a ratio of horizontal screen space.
text MenuText[]
Each text control and display on the menu.
textFontSize int
The font size the read-only text should appear as at a screen width of 1024 pixels. This value will
override the font size defined in its GUIStyle.
textReadOnlyStyle GUIStyle
The GUIStyle defining the appearance of read-only text.
textInputFontSize int
The font size the input text should appear as at a screen width of 1024 pixels. This value will
override the font size defined in its GUIStyle.
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textInputStyle GUIStyle
The GUIStyle defining the appearance of text input.
tooltipTop float
The top edge of the tool tip display, expressed as a ratio of vertical screen space.
tooltipLeft float
The left edge of the tool tip display, expressed as a ratio of horizontal screen space.
tooltipHeight float
The height of the tool tip display, expressed as a ratio of vertical screen space.
tooltipWidth float
The width of the tool tip display, expressed as a ratio of horizontal screen space.
tooltipFontSize int
The font size the tooltips should appear as at a screen width of 1024 pixels. This value will
override the font size defined in its GUIStyle.
tooltipStyle GUIStyle
The GUIStyle defining the appearance of tooltips.
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Menu Trigger
Tool: at_MenuTrigger
Description:
Will perform a standard control action when a menu button is pressed.
Purpose:
To serve as a controller for auxiliary menu tools not configured with a Scene Manager.
Properties:
ButtonAct enum
ActivateOnPress The target object will be activated when the button is pressed.
ActivateOnUnPress The target object will be activated when the button is un-pressed.
ActiveMatchPress The target object will be set active to match the button pressed state.
ActiveOppositePress The target object will be set active opposite to the button pressed state.
ButtonControl class
buttonLabel string
The button label as found on the Menu Manager.
buttonAction ButtonAct
The button action to monitor. This also governs how to act upon the Target Object, based on the
pressed state of the button.
activateObject GO
The object to act upon once the button action is detected. The action will either activate or
deactivate the object, based on the Button Action and the pressed state of the button.
menuManager at_MenuManager
The Menu Manager object that defines the buttons this tool will monitor.
buttonControls ButtonControl[]
A list of controls matching the list of buttons found on the Menu Manager.
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Type Box
Tool: at_TypeBox
Description:
Will display a popup-style dialog box with text that can type letter-by-letter. Multiple options
available for text style, typing rate and variance, user skipping, and typing sound effects. Options
available for box depth, background image and to allow tool’s game object transforms to be
inherited for animation of the box position and scale.
Purpose:
To display introduction text, story set-up or in-game dialog from characters.
Properties:
textToDisplay string
The text to display. Rich Text markup will apply. (<br> for new line, <b>...</b> 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.
textBox Rect
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.
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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.
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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.
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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.
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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
optionLabel string
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.
optionEnabled bool
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.
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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.
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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 enum
Toggle The button is intended to toggle between two states.
Cycle The button is intended to cycle around a list of button states, found in Label
Names.
LoadLevel The button is intended to immediately load a scene when pressed.
QuitGame The button is intended to quit the application, when built.
OptionMap enum
NoOption This button handles no option.
SFX This button toggles the sound effects, via muting all objects with SFX Object
unless Voice, Interface or Movie type SFX Objects are used.
Music This button toggles the music, via muting the Music Object and any Music type
SFX Objects.
Voice This button toggles the voice audio, via muting all Voice type SFX Objects.
Interface This button toggles the interface audio, via muting all Interface type SFX Objects
Movie This button toggles the movie audio, via muting all Movie type SFX Objects.
Captions The button toggles display of the captions by controlling Captions Object.
Custom 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.
ButtonHandle class
buttonLabel string
The name of the button control. This label must match that of the button control on the Menu
Manager.
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buttonPressed bool
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.
labelNames string[]
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.
levelName string
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.
option OptionMap
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.
menu at_MenuManager
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.
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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.
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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.
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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 enum
Desktop Screenshot image files will save to the Desktop for this account.
MyDocuments Screenshot image files will save to the MyDocuments folder for this account.
MyComputer Screenshot image files will save to the MyComputer folder.
MyPictures Screenshot image files will save to the MyPictures folder for this account.
Personal Screenshot image files will save to the Personal folder.
screenshotKey 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.
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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.
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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
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The Adventure Toolkit Reference Manual Version 1.5 Sept 2017
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

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