💨
Gas Mask System - Doc
  • Gas Mask System - Introduction
  • ⭐Getting Started
    • Quick Start
    • Detailed Setup
  • 📖Manager Defaults
    • GMController
    • UI Manager
    • Health Manager
    • Audio Manager
    • Input Manager
  • ❓Support
    • Frequently Asked Questions
    • UI Text Missing
    • Where are inputs located?
    • Post Processing Errors?
    • FPSController Editing
    • PostProcessing Editing
    • Audio ScriptableObjects
    • System Namespace
  • 🌀Development
    • Patch Notes - V1.5
    • Roadmap
  • 📧Contacts
    • Contact Me
    • My Other Assets
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  1. Getting Started

Quick Start

PreviousGas Mask System - IntroductionNextDetailed Setup

Last updated 2 years ago

You can drag or add the "ENTIRE SCENE PREFAB" from the "Prefabs" folder into your scene to get a quick-startup for your project. This will have:

  • All managers connected

  • Player controller added

  • Collectable objects available

NOTE: You can add this prefab to your scene and delete any of the decoration objects you don't need and start as a base.

Post Processing Installation

  • My system uses a post processing profile EXCLUSIVELY for the Gas Mask effects, as it changes profiles at runtime. This can help you have your own effects for normal gameplay and then a Gas Mask profile that ONLY activates when you entire the gas OR put on a gas mask. It's up to you whether you'd like to have both profiles very similar so there isn't a massive break in gameplay visuals.

Make sure to IMPORT the post processing package from the Window > Package Manager > Unity Registry > Search 'post' into your project.

  • Main Camera:

    • Add a "Post-process layer" component

      • Set the layer to "PostProcessing"

      • The Trigger should be your MainCamera

  • Create an Empty GameObject or use my "PostProcessingVolume" object:

    • Add the "Post-process Volume" script

    • Set the "IsGlobal" to true

    • Weight = 1

    • Add the "OriginalPostProcessing" profile or one you would use normally for your game

NOTE: I have a spare post processing profile called "GasMaskPostProcessing" - You can edit this to be similar to your current post processing but also needs to have Vignette and DoF as per my settings:

  • Vignette:

    • Disabled By default

    • Intensity: 0.45

  • Depth Of Field:

    • Disabled By Default

    • Focus Distance: 0.1

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