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
Place the FPSController prefab in your scene from the Prefabs folder
Set the FPSController object to the tag of Player
On the MainCamera β Attach FBInteractor script. (If not already).
FBInteractor settings:
Set the Interact Distance (Default: 5)
Set the Interactive Tag (Default: InteractiveObject)
Set the Interact Key (Default: Mouse 0) - Uses the older input system
Step 2 - UI Manager Setup
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
Add the FBAudioManager script or from the prefabs folder
Make sure all the ScriptableObject sound effects you wish to use, are in the array. See more details on adding new sound effects here
Step 4 - Inventory Manager Setup
Make sure the FBInventory Manager script or from the prefabs
Set the amount of fuses you'd like
Step 5 - Collectable Fuses Setup
Place a Fuse (Pickup) into your scene from the prefabs folder
Make sure it has the tag of InteractiveObject
Add a Box Collider
Add a FuseItem and set this to Fuse
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
Add the FuseBox_Parent_Controller to your scene and place it where you want.
Make sure this has a tag of InteractiveObject
It will need a FuseItem script set to Fusebox
Make sure it has a Box Collider
There is no need to add the sound audio SO here
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 β UnityEvents
You can create different events based on getting the puzzle correct, so add the β+β 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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