Fuse Box Sys - Setup

Fuse Box Main Setup

Make sure to have a "Fusebox_Canvas" object in your scene which will have all the UI elements. This will be a child of the "AK_CanvasContainer" if you've already imported it from the initial setup

Basic Steps

  1. Make sure you have the Fuse box Canvas added

  2. Add a "Fusebox - Inventory Manager" prefab or script to an empty GameObject

  3. Add a single fuse model to your scene - Setup as follows:

    1. Set the tag to "InteractiveObject"

    2. Set the layer to "Interact"

    3. Add a "Box Collider"

    4. Add the "AKItemController" script and set the system type to: "Fuse Box"

    5. Add the "Fuse Item Controller" script and set the item type to: "Fuse"

    6. Add a Door prefab or a door of your own

  4. Add a fuse box model to your scene and have setup as such:

    1. Set the tag to "InteractiveObject"

    2. Set the layer to "Interact"

    3. Add a "Box Collider"

    4. Add the "AKItemController" script and set the system type to: "Fuse Box"

    5. Add the "Fuse Item Controller" script and set the item type to: "Fusebox"

    6. Add the "FuseboxController" script and setup as follows:

      1. Set the "FuseInserted" to whether you want fuses to be added from the start of your game

      2. Add the indivual fuses objects (Unless already added) from the drop down within the fuse box parent

      3. Do the same with the fusebox lights

      4. Add the "M_fuse_Box_Light_Green" to the green button slot

      5. You can create any additional functionality when "Power on" is activated!

See more setup details below:

Inventory Controller Setup

This object should be an empty GameObject and it will control everything that goes on for your themed key system!

Fuse UI

Add the "UI_FuseCount" from the "FuseBox_Canvas"

Fuse in Inventory

This is how many fuses the character should have at the start

PBR Single Fuse Setup

Add this script to either a single fuse added to your scene

  • Make sure your object has a tag of "InteractiveObject" and a Layer of "Interact"

  • Add a "Box Collider" to your object

  • Add an "AKItemController" - Set the System Type to: "Fuse Box"

  • Add a "Fuse Item Controller" script and set the ObjectType to: "Fuse"

Fuse Box Setup

  1. Add a fuse box model to your scene and have setup as such:

    1. Set the tag to "InteractiveObject"

    2. Set the layer to "Interact"

    3. Add a "Box Collider"

    4. Add the "AKItemController" script and set the system type to: "Fuse Box"

    5. Add the "Fuse Item Controller" script and set the item type to: "Fusebox"

    6. Add the "FuseboxController" script and setup as follows:

      1. Set the "FuseInserted" to whether you want fuses to be added from the start of your game

      2. Add the indivual fuses objects (Unless already added) from the drop down within the fuse box parent

      3. Do the same with the fusebox lights

      4. Add the "M_fuse_Box_Light_Green" to the green button slot

      5. You can create any additional functionality when "Power on" is activated!

    7. Make sure this object also has an "AudioSource" attached

Adding the FuseBox_Canvas to the "UI Manager" prefab

Make sure to add the "FuseboxCanvas" to the appropriate slot in the "UI Manager"

Default Controls

  • Left Click to interact with a pickup

  • Press "TAB" to open the inventory

These can be edited in the "InputManager"

Last updated