Detailed Setup

Quick Tips & Troubleshooting

QUICK START: You can add the Chess Puzzle Demo Scene to your scene and it will have all the system setup and ready to use

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

Tags & Layers Reference

Player:

  • Layer of: Ignore Raycast

Any Interactable Object:

  • Tag InteractiveObject or as per the raycast script on the main camera, it will have the tag you need!

System Setup

Step 1 - Adding a Player Character

  1. When starting your new project please import an FPSController into your project. (Or add an FPSController prefab to your scene.

    1. You can add the CPInteractor script to either the main camera or the main player object

      1. Interact Distance: The distance you can interact with an object

      2. Interact Key: Set the key input from the system

      3. Tag: InteractiveObject is the tag used in the system

Step 2 - Adding Managers

Now drag the:

  • UIManager

  • AudioManager

  • InventoryManager

  • Disable Manager

  • Power Manager from the Prefabs folder into the hierarchy.

NOTE: Only drag this prefab into the hierarchy, not the scene.

Step 3 - UI Manager Setup

  1. Select the UIManager, which will have the CPUIManager script and make sure all the items are connected as below:

All UI objects will be below this parent in the canvas

Step 4 - Inventory Manager Setup

  1. Select the CPInventory – This item shouldn’t need editing at all, just make sure it’s on an empty gameobject

Step 5 - Audio Manager Setup

  1. Select the AudioManager and add the ScriptableObjects for sounds you will have created. (The ScriptableObjects folder will have some examples)

Adding Audioclips

Step 6 - Disable Manager Setup

Select the DisableManager and you can change what parts of the system should be disabled

Disable Manager Explained

Step 7 - Power Manager Setup

Select the Power Manager and set:

  1. Max Fuse Box Count - to the amount of fuse boxes you have for this puzzle

  2. Disable Interaction - This is disables the tags and interaction after the puzzle is complete

  3. Fuse Box List - This is all the fuse box objects in the system, add these to disable the tags when the power up happens.

  4. Power Up event - Choose an event to happen when the event is activated

Power Up Event

Step 8 - Fuse Pickup Setup

You can add one of these from the prefabs: Pickup Fuses

  1. Tag: InteractiveObject

  2. Add a Box Collider

  3. Add a CPItem script to the object and set the ItemType to Chess Fuse

  4. Add a CPFuseCollectable script and add the appropriate ScriptableObjects and your desired ScriptableObjects audio clip. (Found in the ScriptableObjects folder)

Step 9 - Interactive Fusebox Setup

You can add one of these from the prefabs: Fuse Boxes

  1. Tag: InteractiveObject

  2. Make sure to add a Box Collider

  3. Add a CPItem script to the object and set the ItemType to Fusebox

  4. Add a CPFuseBoxInteractable script and add the appropriate ScriptableObjects and settings:

Chess Piece Scriptable

This is the scriptable object that the fuse box will take as the CORRECT fuse when entering

Fuse Placed / Starter Fuse SO

Tick this and add a starter SO, if you want one to be inside the fuse box to start

Fuse Location

This is why the fuse will spawn as a visual aid, you can also set an offset if you add new fuses. More information on the support on the left hand bar of this document

Fuse Box Light

This is the fuse box light corresponding to the fuse box, it will be a child of this object

Power Manager

Add the power manager will controls this section. If you have multiple power managers, make sure to add the ones this is connected to

Insert Fuse Sound

This is the scriptable object sound that will play when you enter a fuse

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