Manual
Manual
Manual
User Manual:
Open the PDF directly: View PDF
Page Count: 388 [warning: Documents this large are best viewed by clicking the View PDF Link!]
- Introduction
- Chapter I: The Basics
- Setting up
- Installation
- Running the demo games
- The Game Editor window
- The New Game Wizard
- The Scene Manager
- The Settings Manager
- The Actions Manager
- The Variables Manager
- The Inventory Manager
- The Speech Manager
- The Cursor Manager
- The Menu Manager
- Preparing a 3D scene
- Adding a PlayerStart
- Adding visuals
- Adding colliders and/or a NavMesh
- Adding cameras
- Adding interactivity
- Preparing a 2D scene
- Adding a 2D PlayerStart
- Adding visuals
- Adding a 2D NavMesh
- Adding a Sorting Map
- Adding 2D cameras
- Adding interactivity
- Preparing a 2.5D scene
- Adding a PlayerStart
- Adding backgrounds and cameras
- Adding colliders and/or a NavMesh
- Adding scene sprites
- Adding interactivity
- Updating Adventure Creator
- Minimally-importing Adventure Creator
- Input and navigation
- Input and navigation overview
- Movement methods
- Point-and-click movement
- Direct movement
- First-person movement
- Drag movement
- Straight-to-cursor movement
- Ultimate FPS integration
- Input methods
- Mouse and keyboard input
- Keyboard or controller input
- Touch-screen input
- Pathfinding methods
- Mesh Collider pathfinding
- Unity Navigation pathfinding
- Polygon Collider pathfinding
- Custom pathfinding
- Cursor locking
- Active inputs
- Input descriptions
- Remapping inputs
- Characters
- Creating characters
- The Character wizard
- Players
- Player switching
- NPCs
- Character movement
- Retro movement
- Precision movement
- Custom motion controllers
- Character animation
- Character animation (Mecanim)
- Character animation (Sprites Unity)
- Character animation (Sprites Unity Complex)
- Character animation (Legacy)
- Character animation (Sprites 2D Toolkit)
- Custom animation engines
- Head turning
- Footstep sounds
- Character scripting
- Camera perspectives
- Cameras overview
- Camera types
- GameCamera
- GameCamera Animated
- GameCamera Third-person
- SimpleCamera
- GameCamera 2.5D
- GameCamera 2D
- GameCamera 2D Drag
- Adding custom cameras
- Working with VR
- Working with Cinemachine
- Overriding perspective
- Camera effects
- Disabling the MainCamera
- Camera scripting
- Interactions
- Interaction methods
- Context sensitive mode
- Choose Interaction Then Hotspot
- Choose Hotspot Then Interaction
- Custom interaction systems
- Actions and ActionLists
- Standard Actions
- Custom Actions
- The ActionList Editor
- Hotspots
- Hotspot detection
- Mouse-over detection
- Player-vicinity detection
- Cutscenes
- Skipping cutscenes
- Background logic
- Triggers
- Conversations
- ActionList assets
- Arrow prompts
- Sounds
- Music
- Ambience tracks
- Containers
- ActionList parameters
- Draggable objects
- PickUp objects
- Custom cursors
- Quick-time events
- Interaction scripting
- Inventory
- Inventory items overview
- Inventory interactions
- Managing inventory at runtime
- Crafting
- Inventory properties
- Exporting inventory data
- Documents
- Inventory scripting
- Variables
- Variables overview
- Managing variables at runtime
- Global variable linking
- Linking with Playmaker Variables
- Linking with custom scripts
- Variable presets
- Exporting variables
- Scene attributes
- Variable scripting
- Miscellaneous components
- Highlight
- Shapeable
- Moveable
- Parallax 2D
- Limit Visibility
- Align To Camera
- Particle Switch
- Light Switch
- Sprite Fader
- Tint maps
- Chapter II: Advanced Features
- Saving and loading
- Saving and loading overview
- Saving scene objects
- Saving asset references
- Saving example: The 3D Demo
- Autosaving
- Options data
- Loading screens
- Importing saves from other games
- Save profiles
- Custom save labels
- Custom save data
- Custom save formats and handling
- Save scripting
- Speech and text
- Gathering game text
- Speech audio
- Displaying subtitles
- Script sheets
- Translations
- Custom translatables
- Text tokens
- Speech event tokens
- Lip syncing
- FaceFX integration
- Facial expressions
- External dialogue tools
- Speech scripting
- Menus
- Menus overview
- Adventure Creator menus
- Unity UI menus
- Menu elements
- The default interface
- Navigating menus directly
- Menu scripting
- Chapter III: Extending functionality
- Integrating new code
- Supported third-party assets
- Custom scripting
- Custom events
- Integrating other gameplay
- Further considerations
- Game debugging
- Performance and optimisation
- Version control and collaboration