FAQ
Last updated
Last updated
I would recommend that you make a backup of your project before importing any assets into your scene. The safest way is to create a brand new project and import my assets in but it's safe enough to "Import" the Adventure Kit but UNTICK "Import Projects Settings" when you choose what files to import in. This means it will not overwrite your current settings but only import the required assets!
Go to the Unity asset store and visit your “Download manager”. Download the asset if not already downloaded and click “Import”, import all required features of the asset for your use. It should have appeared in your project under “Adventure Puzzle Kit”.
You need to make sure you add two specific layers in the top of the Unity inspector. Add a two name layers of: "Interact" and "ExamineLayer" - It should add those layers to the missing object references!
If you want a really QUICK setup without having to follow any sets, you can go into the prefabs folder and drag in the "AdventureKit_SceneDemo" into your scene - It will have everything added, linked and ready to go!
See the manual setup on the: - AK - Main Setup - AK - Managers Setup - AK - Item Setups
In the raycast script you can add this section to the top of the raycast
Then at a variable at the top of the script, like so:
On the Main Camera, find the Raycast Script and in the inspector you should have a place to add a string variable name. Add the name of the layer you want to exclude. You can create layers at the top left corner of the Unity inspector. Then make sure to set every single one of the objects (For example: Walls, doors and other objects to "Walls". To exclude the raycast!)
that might be because you may have dragged some UI objects into the scene rather than onto the hierarchy. Make sure the X, Y, Z positioning of all parent objects (Which contain the UI’s) are set to 0, 0, 0 in the inspector.
Make sure your 3D objects have the:
Set the “LayerMask” at the top right of the inspector to “Interact”
Set the tag to "InteractiveObject"
Make sure this object has a "Box Collider"
Make sure it also has the "AKItemController" script
In this video below I just detail some of the best ways to connect any missing references, mainly by looking at the variable in the inspector and clicking on the find button (Next to the empty or full slot) and search for the same name, and it will likely be a canvas element. You could even open the Adventure Kit in a new project and compare against the working demo scene!
This asset is intended for use with the provided (Unity Standard Assets) FPSController - Character Controller but can be replaced by doing a couple of simple modifications. See the link below or send me an email and I’ll be happy to help you out!
Yes, you can open the “AK_Demo_Scene” to see the asset in action or use this scene as your initial base of your project.
Yes, you should create a Cube or any other primitive object and add:
Make sure this object has a "Box Collider" and set it to "isTrigger"
Add the particular trigger script for the particular system.
PadlockTrigger
KeypadTrigger
PhonepadTrigger
NoteTrigger
SafeTrigger
FlashlightTrigger
Add the trigger object to the corresponding controller
You can comment out these lines if you keep getting a warning from Unity!
A). Make sure that you don't have the collider blocking your interactions as you might need to set a different layer to the safe collider or remove it to interact with objects that maybe blocked by it's collider
A). Yes you can, you can check out the setup below for more details. If you'd like any help with this, do send me an email and I'll be happy to help!
A). This could be because some of the interactive models have an incorrect layer attached, make sure to click on them and choose "Default" - Unless they are specifically something for the system, like inspect points.