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A small collection of prefabs to help prototype a 3D level with limited functionality.

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Unity-3D-Level-Prototype-Tools

A small collection of prefabs to help prototype a 3D level with some small functionality.

The tools are reliant on the New Input System and TextMeshPro (These are imported automatically when adding the package)

Table of Contents

  1. Getting Started
  2. Adding the Player / Camera and UI
  3. Triggers
  4. Activations
  5. Prefabs
  6. Others

Getting Started

To use the tools, add the project using Unity's package manager.

Window > Package Manager > Add Package From Git URL

Package Manager

If you are prompted with a warning about the new input system, select Yes

New-input-system

You can import the assets by importing them through the samples section. Samples

Adding the Player Camera and UI

With the samples added to your Project Assets, look inside the Player, Camera, Canvas folder.

Drag the player, camera and UI prefabs into the scene hierarchy to place them correctly.

Adding-To-Scene

When adding the UI, you might be prompted to import TMP Essentials (You don't need the examples and extras)

TextMeshPro

For the camera to follow the player correctly, drag the CameraTarget child from the Player instance into the Game Object to Follow section.

Link-Camera

Triggers

Triggers are used to activate functionality in the game. These are mostly interacted with by the player.

Zone Trigger

When a player enters into an area, the trigger activates. When a player leaves the area, the trigger deactivates. Any 3D Collider can be used as long as the "Is Trigger" property is set to true.

Pressure Plate Trigger

When a GameObject with a 3D Collider collides with the pressure plate, the trigger activates. When the colliding object is removed, the trigger deactivates.

PressurePlate

Pickup Trigger

When the player collides with this GameObject, the trigger activates and this GameObject is destroyed. There is no way to deactivate this trigger.

Lever Trigger

When the player presses the interact button, this trigger activates. When the player presses the interact button again, the trigger deactivates.

Lever

Key / Lock Trigger

The player can collect a key GameObject. When the player enters the lock area with the key, this trigger is activated. There is no way to deactivate this trigger.

Activations

Activations are the functionality that your triggers activate.

Show / Hide Objects

When activated, the list of GameObjects will be enabled in the scene hierarchy - showing them. When deactivated, the list of GameObjects will be disabled - hiding them. Make sure you deactivate all the GameObjects you need hidden first.

Destroy Objects

When activated, will destroy all GameObjects in the list. There is no deactivation.

Text

When activated, will display text for a duration of time before hiding. When deactivated, will immediately hide the text.

Lights

When activated, will turn on the light. When deactivated, will turn off the light.

Moving Objects

When activated, will start moving the GameObject around on a set path. When deactivated, the GameObject will stop moving and stay in its current position. When reactivated, the GameObject will resume the path from its current position.

Prefabs

Some prefabs have been created to get you started. You can create

Using Story Beats

Using Interactions

Others

Using Teleporters

Using Springs

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A small collection of prefabs to help prototype a 3D level with limited functionality.

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