URP Setup
Do you need a URP version of the APK?
Just send an email to: speedtutoruk@gmail.com via my website with your invoice number and I'll happily send it your way. If not check the URP setup guides to do it all yourself!
Importing Notes & Troubleshooting
Tag & Layer Setup
Make sure to create tags called:
InteractiveObject
ExaminePoint: Tag for the ExaminePoint gameobject parented to the ExamineCamera
InspectPoint: Tag for every single inspect point that exists for an object
Create Layers:
User Layer 8: ExamineLayer (Doesn't need to be added to objects, referenced in code)
User Layer 9: InspectPointLayer (Tag for every single inspect point)
User Layer 10: PostProcess
User Layer 11: PadlockSpinner
LAYER NOTE: If you can place these on the corresponding User Layers (As below) it is easier for setup, as Unity will automatically place them in the correct places so the below information might not be all relevant to you. (It's worth checking through just in case)
IF NOT added to these layers check the sections below on Checking Prefabs (See side bar) - Just to confirm all appropriate layers are added and no issues arise.
TextMeshPro Required
Please note that TMP will appear as a popup if not installed in your project
Click Import TMP Essentials to use the system fully
DontDestroyOnLoad yellow warning
This just means that objects that use DontDestroyOnLoad shouldn't be children of a parent. Just make sure they exist in your hierarchy without a parent, when you choose to finalise your product. I just kept them in little organised areas for the sake of visuals.
Other Issues? Contact Me!
📧Contact Me(Please Read) Important Import Suggestions
Download and import the Adventure Puzzle Kit from the package manager.
Window > Package Manager > Search for "Adventure Puzzle Kit"
Importing Tips:
Import into a fresh project rather than a working project (To avoid issues or conflicts)
Always keep a backup of your working project BEFORE importing ANY assets
In the Import Unity Package dialog box that appears when you first click to import the asset (It will show all the folder structure in a last)
Choose the first Next button which will lead to the Project Settings
UNTICK the project settings folder (None of the items will be ticked at this point)
Select the Import button to start the new import
Step 1 - Errors & FIxes On Import (URP)
You will get import errors that refer to Post Processing - We'll fix those below:
Open the AKUIManager (Adventure Puzzle Kit > Scripts > Core > AKUIManager)
Change the top line from:
In the AKUIManager -- Find the GasMask Fields section (It will be a foldout group for all variables towards the top of the script)
Towards the bottom of that fold out you will see: Post Processing Effects header and fields related and replace them with:
In the AKUIManager -- Inside the Awake() method you will see these lines (Inside the Gas Mask Getting PP Settings foldout)
Step 2 - APK Startup Window
The APK startup window should appear, you may need to expand the window to see all the button links (If they aren't visible).
You can dock this window if you wish and has FAQ information, contact buttons and helpful information.
Open APK help window for easy links and advice: APK > Tools > Adventure Kit Support Hub
Step 3 - Open the Demo Scene
We'll open the demo scene so we can get the basics setup to be used, follow steps below
Navigate to Assets > Adventure Puzzle Kit > Scenes > FirstPerson_AdventureKit_Demo
Double click to open this scene to start using it
Step 4- Upgrading Materials
EVERYTHING IS PINK?!??!! All materials will need updating so please navigate to:
Window > Rendering > Render Pipeline Converter and then select:
Choose: Built-in to URP from the dropdown
Click the Material Upgrade checkbox
Then press: Initialize Converters
Then select: Convert Assets
All materials will be re-build for URP (Some custom materials may not have done so as they were Built-in specific)
Step 5 - Creating Tags & Layers
Select any GameObject in the Hierarchy and then create tags and layers in the top right of the inspector (Some or all tags may already be created)
Make sure to create tags called:
InteractiveObject
ExaminePoint: Tag for the ExaminePoint gameobject parented to the ExamineCamera
InspectPoint: Tag for every single inspect point that exists for an object
Create Layers:
User Layer 8: ExamineLayer (Doesn't need to be added to objects, referenced in code)
User Layer 9: InspectPointLayer (Tag for every single inspect point)
User Layer 10: PostProcess
User Layer 11: PadlockSpinner
LAYER NOTE: If you can place these on the corresponding User Layers (As below) it is easier for setup, as Unity will automatically place them in the correct places so the below information might not be all relevant to you. (It's worth checking through just in case)
IF NOT added to these layers check the sections below on Checking Prefabs (See side bar) - Just to confirm all appropriate layers are added and no issues arise.
Step 6 - Creating New Post Processing
We'll be creating a new Post Processing volume for URP so we can use it in the system
Find the Post Processing Volume GameObject (This can be an empty GameObject, so don't worry too much)
Set the layer of this GameObject to PostProcess (if not already)
Remove the associated script that is missing by clicking the 3 dots and choose Remove Component
Choose Add Component
Add a Volume component (Specific to URP)
Create a new post processing volume by clicking NEW
Call this GasMaskURP_PP_Profile (Or something that you will remember)
Add Vignette: Set the intensity to: 0.485
Add Depth of Field:
Set the Mode to Bokeh
Set Focus Distance to 0.1
Then disable these effects by the main check boxes (These checkboxes are next the names of the effect)
Then you can duplicate the GasMaskURP_PP_Profile or create a new profile called Original_PP_Profile (This is so we can switch between them, and use all of your own effects relevant to your game)
Open the AK - UIManager object
Open the Gas Mask Properties (By selecting the checkbox next to the Gas Mask Properites)
Add the Volume (Most likely your GameObject called Post Processing Volume) to the Post Processing Volume slot
Add the two profiles you just created to these slots for the Gas Mask and Original Profile (You can click the little find box next to each, to find corresponding GameObjects you could use)
Step 7 - Editing The Disable Manager
We need to edit the disable manager to make sure we disable any blurs when we don't need them either when examining or otherwise
Open the AKDisableManager script (Inside the Assets > Adventure Puzzle Kit > Scripts > Core)
Add the two namespaces to the top of the script:
Add these fields under the rest of the fields in this script:
Add this to the Awake() method:
In the SetCameraAndPlayerState method you can add this anywhere in the script:
Make sure to add the Post Processing Volume GameObject to the AKDisableManager in the inspector
Step 8 - Setting Up Main Camera
We need to make sure we setup camera stacking for additional examination rendering and appropriate layers for culling objects away, for best optimisation
Select your Main Camera usually a child of the FPSController (APK - FPS Controller > FPS Controller > Main Camera)
Look at the Culling Mask under the rendering section and UNTICK
ExamineLayer
InspectPointLayer
PostProcess
In Rendering section of the Main Camera
TICK the Post Processing checkbox
In the Environment section > Volumes > Volume Mask
Set the Volume Mask to have PostProcess ticked and everything else UNTICKED
Make sure the camera has a Physics Raycaster script component attached (If not add the component)
Set the Event Mask to PadlockSpinner
Leave Max Rays to 0
Step 9 - Examine Camera & Stacking
We'll Look at the examine camera now, to make sure we have everything setup for examining with this camera
Select the Examine Camera (This is a child of the Main Camera)
Make Culling Mask has the ExamineLayer & InspectPointLayer TICKED ONLY!
Select the Examine Camera — Select the Render Type drop down (At the top of the camera)
Make sure it’s type is Overlay Camera and NOT Base. (Only one camera, your main camera should be set to Base)
You should now see the demo scene without the white screen — Wooohooo!
On the Main Camera find the Stack option section
Click the + icon and now add the ExamineCamera to this slot
Step 10 - Using Deferred Rendering?
Deferred rendering doesn't allow camera stacking so we need a little work around for this, I have details on this too
Look at the Deferred Rendering section on the left bar if you're having issues whilst using a deferred setup
Step 11 - Checking Prefabs
We just need to check we have the correct layers on the padlock spinners or they won't be detected properly
Go into the Prefabs > Spawnable > Padlock folder
Open the brass and black padlocks seperately (By double clicking the prefabs)
Select all of the combination spinners and make sure the all have the layer of PadlockSpinner (In the top right of the inspector when you select the spinners)
Step 12 - Check Examination Objects
We just need to check examine objects have the correct layers on their inspect points (So they render correctly)
Inside the Puzzle Objects GameObject folder in the Hierarchy
Open the Examine - Objects
Find any object which has Inspect Points (The knife will have some by default)
Make sure these inspect points have a layer of InspectPointLayer (Or they will not render correctly)
You can check any other object which has inspect points but should be setup by default!

Step 13 - Add the Entire Scene Prefab
Drag into your scene the APK - Demo Scene - Prefab (Adventure Puzzle Kit > Prefabs > Demo Scene Prefab)
Step 14 - Enable Legacy Input System (If required)
We'll need to enable the legacy system if you're using Unity 6+ and it isn't enabled by default
NOTE: New input system support is coming in v1.8
Go to Edit > Project Settings > Player > Other Settings
Scroll down half way and you'll see Active Input Handling
Set this dropdown to BOTH and press Apply (The editor will restart)
Others Issues? Contact Me!
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