Detailed Setup

Quick Tips & Troubleshooting

QUICK START: You can add the Fusebox 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

Tag Reference Guide

Player:

  • Layer: 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 - Player Setup

  1. Place the FPSController prefab in your scene from the Prefabs folder

    1. Set the FPSController object to the tag of Player

  2. On the MainCamera – Attach FBInteractor script. (If not already).

  3. FBInteractor settings:

    1. Set the Interact Distance (Default: 5)

    2. Set the Interactive Tag (Default: InteractiveObject)

    3. Set the Interact Key (Default: Mouse 0) - Uses the older input system

Step 2 - UI Manager Setup

  1. Add the UI Manager from the prefabs folder to your hierarchy

Fuse Inventory

Add the fusebox inteventory canvas to this slot

Fuse Amount Text

Add the Fuse Amount Text UI to this slot

Crosshair

Add the UI

Persist Across Scenes

Tick this box if you want this manager to stay between scenes

UI Manager Objects

Step 3 - Audio Manager Setup

  1. Add the FBAudioManager script or from the prefabs folder

  2. Make sure all the ScriptableObject sound effects you wish to use, are in the array. See more details on adding new sound effects here

Adding audioclips

Step 4 - Inventory Manager Setup

  1. Make sure the FBInventory Manager script or from the prefabs

  2. Set the amount of fuses you'd like

Step 5 - Collectable Fuses Setup

  1. Place a Fuse (Pickup) into your scene from the prefabs folder

    1. Make sure it has the tag of InteractiveObject

    2. Add a Box Collider

    3. Add a FuseItem and set this to Fuse

    4. Add the audio scriptable for the Pickup Sound

NOTE: You can duplicate these later if you need as many fuses as you require to complete the puzzle.

Step 6 - Fusebox Controller Setup

  1. Add the FuseBox_Parent_Controller to your scene and place it where you want.

    1. Make sure this has a tag of InteractiveObject

    2. It will need a FuseItem script set to Fusebox

    3. Make sure it has a Box Collider

    4. There is no need to add the sound audio SO here

    5. It will also need a FBController script as well.

FBController Settings

Look at the FBController in the inspector on the FuseBox_Parent you just added.

NOTE: Read through the information below and attach the correct GameObjects in the FBController script in the inspector. See the image on the next page for more details!

Fuse Inserted

Tick these boxes to specify if any fuses should be in the puzzle at the start of the game. You can leave them all at false if you need to find 4 fuses to complete the puzzle.

Fuse Objects

Add the fuse object that exist within this parent object. As seen in the image below.

Lights

Add the FuseBox_Light_x to the slots from this parent object.

Green Button

Add the two materials that exist in the materials folder of the asset, M_Fuse_Box_Light_Green

Zap Sound

The ScriptableObject audio effect for the interaction sound

Power up – UnityEvents

You can create different events based on getting the puzzle correct, so add the “+” and add custom events you want!

You might want to increment the Fusebox Parent Controller_ with a 1 and 2 if you have more than one fuse box in each scene to make linking up the scripts easier. For example: Fusebox Parent Controller - 1 and Fusebox Parent Controller - 2

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