Detailed Setup
Quick Tips & Troubleshooting
QUICK START: You can add the Emblem 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
Tags & Layers Reference
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!
System Setup
Step 1 - Setting Up The Player
When starting your new project please import an FPSController into your project. (Add an FPSController prefab to your scene.)
You can add the EmblemInteractor script to either the main camera or the main player object.
Interact Distance: The distance you can interact with an object
Interact Key: Set the key input from the system
Tag: InteractiveObject is the tag used in the system
Step 2 - Adding the Managers
Now drag the managers (from the Prefabs folder into the hierarchy)
EmblemUIManager
EmblemAudioManager
EmblemInventoryManager
NOTE: Only drag this prefab into the hierarchy, not the scene
Step 3 - UI Manager Setup
Select the UI Manager - which will have the EmblemUIManager script and make sure all the items are connected
All UI objects will be below this parent in the canvas
Slot Prefab
Add the Inventory Slot prefab from the prefab folder
Inventory Panel
Add the Inventory Container from the Key Inventory Canvas
Inventory Fade Duration
Set the fade time before opening or closing the inventory
Crosshair
Add the UI - Crosshair UI object
Persistence
Set whether you want to keep this between scenes
Step 4 - Inventory Canvas Setup
The Key Inventory Canvas is a child of the UI Manager
The system uses a CanvasGroup on the main Canvas object which controls how to show and display the UI. It will fade the canvas in and out.
Step 5 - Setting up the inventory
Select the EmblemInventory
v1.5 now using a JSON save system and you can find more information here
Step 6- Setting up the Audio Manager
Select the AudioManager and add the ScriptableObjects for sounds you will have created. (The ScriptableObjects folder will have some examples)
Step 7 - Creating a Key Pickup
You can add a key from the prefabs folder, all of the details should already be setup but check the details below to make sure.
Setting up the a Key Collectable:
Tag: InteractiveObject
Add a Box Collider
Add a EmblemItem script to the object and set the ItemType to Key
Add a EmblemKeyCollectable script and add the appropriate ScriptableObjects and your desired ScriptableObjects audio clip. (Found in the ScriptableObjects folder)
Step 8 - Creating an interactive door
You can add a door from the prefabs folder, all of the details should already be setup but check the details below to make sure.
Setting up the a Interactive Door:
Tag: InteractiveObject
Make sure to add a Box Collider
Add a EmblemItem script to the object and set the ItemType to Door
Add a EmblemDoorInteractable script and add the appropriate ScriptableObjects and settings
Door Event can be seen here
Remove Key After Use
Should the key be removed from the inventory after using it with the door?
Key Scriptable
Add the key scriptable object that is specific for this door
Animated Door Key
Add the animated key which is parented to this asset
Sounds
Add the sound SO's that are in the screenshot below
Key Audio Delay
The delay before the audio for key insert will play. Default: 0.5 seconds
Door Open Delay
The delay before the door opening sound will play. Default: 1.5 seconds
Animation Event
The event which happens when the key is inspired, so in my demo this plays the animation from the EmblemDoorController script which is on the prefab object.
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