Main Setup
1). I would recommend using the “NoteScene” demo scene from the package as a start to your main project but if not we’ll go through the basic setup, please refer to that scene it you’re ever stuck for the way it is setup! :) 2). If not: Start a new scene and import the “Standard Assets” – These will already be added to the package for your ease of use! Add the “FPSController” from the “Prefabs” folder to the Hierarchy or scene.
Make sure your character controller (If it has a collider) has the layer of "Ignore Raycast" - This will stop the Raycast being interrupted when looking at lower objects!
3). Now add the “Disable Manager”, “Audio Manager” and “InputManager” from the “Prefabs > Managers” folder to your Hierarchy or scene.
4). On the Disable Manager: Make sure the “FPSController” object from the is added to the player slot, also add the Crosshair to this slot from the “Note_Canvas
5). On the Audio Manager: Make sure you add your audio clip to the “Interact sound” slot, I have provided the “SFX_Paper Flip” sound effect from the “Sounds” folder.
6). On your main camera, make sure you have the “RaycastNotes” script added.
7). You will also want to make sure you add the Crosshair UI object from the “Note_Canvas” explained a little later on.
8). Add one of the note prefabs to your scenes from the “Prefabs” folder to your hierarchy or scene. Add this asset wherever you want in your scene. See the example below:
9). Add the “Note_Canvas” from the “Prefabs” folder to your hierarchy (You may want to also add an “EventSystem” to your scene by right clicking the Hierarchy > “UI” > “EventSystem”. NOTE: Or add the prefab from the prefab folder!
10). You will also need to add the particular UI manager which is in reference to the type of note you’ll be using. So this example below, uses the “BasicNoteUIManager” which you can find in the prefabs folder. NOTE: You will need to add the variables (If not already) from the specific related canvas, as seen below.
10). Depending on the note you added from the “Prefabs” folder to your scene you may need to connect different elements of the UI canvas to the inspector slots of the provided script. See examples below. The notes will require a “NoteController” script and the appropriate note controller for each type. (Make sure each 3D object has a box collider and are tagged as “Note” and have the layer of “Interact”.
BASIC NOTE CONTROLLER
BASIC NOTE DETAILS
IsReadable:
This is whether you'll be able to read the note at the beginner
Page Scale:
Scale of the overal size of the note that appear, by default 900x900
HasMultPages
Tick whether your note has multiple pages (Leave unticked if you only have one page) - This button shows "Next" and "Previous" UI buttonsA
AudioClip Settings
Settings for audio, seen at the bottom of this page
BASIC REVERSE NOTE CONTROLLER
BASIC REVERSE NOTE DETAILS
IsReadable
Is the note interactable at the start?
Page Scale:
The default scale of the note, default: 900x900
Note Page Images / Reverse Text:
The arrays to add new images and text to the notes
Note Text Area Scale:
This is the area where the text is displayed in the main note
Custom Text BG Scale:
This is the scale of the background the text will sit in-front of, on the reverse note section
Custom Text BG Color:
This is the background colour for the reverse pop-out section
Reverse Text Font Settings:
All the style settings for the reverse text section
AudioClip Settings:
Settings for the audio can be seen at the bottom of the page
Trigger Type:
Whether this needs a trigger interaction or not
CUSTOM NOTE CONTROLLER
CUSTOM NOTE DETAILS
IsReadable:
Can you read the note and is it interactable?
Page Image:
The default image of the page background style, add sprite here
Page Scale:
The scale of the note page, default: 900x900
HasMultPages:
Tick whether your note has multiple pages (Leave unticked if you only have one page) – This button shows “Next” and “Previous” UI buttons
Note Text Area Scale:
This is the size of the area that the custom text will fill the space within your note. You may need to test the sizes in gameplay.
Note Text:
Edit this text to change what will display on the note
Font Settings: Size, Type, Style:
Different settings for the popout font
Font Color:
Font colour of the text
REVERSE CUSTOM NOTE CONTROLLER
CUSTOM REVERSE NOTE DETAILS
IsReadable:
Whether the note is interactable or not
Page Image:
The background image for the note
Page Scale:
The scale of the page by default: 900x900
Main Text Area Scale:
This is the size of the area that the custom text will fill the space within your note. You may need to test the sizes in gameplay.
Note Font Settings:
Settings for the main note text (NOT THE REVERSE)
Note Text BG Color:
The colour of the background for the reverse text popout
Reverse Note Font Settings
Different settings for the popout font
Flip Not Text Area Scale:
This is the size of the area that the custom text will fill the space within your note. You may need to test the sizes in gameplay.
Flip Text BG Scale:
The scale of the overall background of the text
12). As of V1.3 the asset now includes an audio clip section which allows you to choose to: 1). “Play on Open” – Means the audioclip will play when you first open the note 2). “Allow on key press” – Means, if you press the specified key, it will play the audioclip 3). “Note Audio” – The string name of the Audio to play, from the “AudioManager” 4). “Note Flip Audio” - Add the name of the audioclip from the "AudioManager" to play the sound NOTE: The audio is programmed to STOP when you close the note, could be changed within code if you wish for another option. The two checkboxes, can be used together or independently!
Last modified 11mo ago
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