Detailed Setup

NOTE: You can get a quick start using the “ChessPuzzle_DemoScene_Prefab” object and drag that straight into your scene. This will everyone to be already setup, you can delete the art assets as required but checkout the demo scene if you’re confused!

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!

1). When starting your new project please import an “FPSController” into your project. Add an “FPSController” prefab to your scene. (Unless you’re using the demo which will already have one added but the package will be required to be imported before use). You can add the “ChessSystemInteractor” script to either the main camera or the main player object.

You can set:

  • Interact Distance: The distance the raycast will find an object

  • Interactive Tag: Whatever tag you use for interactive objects

2. Now drag the “InputManager”, “UIManager”, “AudioManager”, "InventoryManager", "Disable Manager" and "Power Manager" from the “Prefabs” folder into the hierarchy.

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

3. 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

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

We don't need to do anything with this script, it will be updated automatically!

5. Select the “CPInputManager” and make sure you choose button commands that you wish, from the dropdowns

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

7. Select the "DisableManager" and add your player script and ChessSystemInteractor script to the slots available.

NOTE: If you're using a different character controller, please edit the reference in the Disable Manager to reference your other script. See the page below for more details:

8. Select the "Power Manager" and set:

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

  • "Disable Interaction" - This is disables the tags and interaction after the puzzle is complete

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

  • Power Up event: Choose an event to happen when the event is activated

9. Creating a Fuse Pickup:

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

  • Tag: "InteractiveObject"

  • Add a "Box Collider"

  • Add a "CPItem” script to the object and set the “ItemType” to “Chess Fuse

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

8. Creating an interactive Fuse Box:

You can add one of these from the prefabs, "Fuse Boxes"

  • Tag: "InteractiveObject"

  • Make sure to add a “Box Collider

  • Add a "CPItem” script to the object and set the “ItemType” to “Fusebox

  • Add a “CPFuseBoxInteractable” script and add the appropriate ScriptableObjects and settings:

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