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)
To use the tools, add the project using Unity's package manager.
Window > Package Manager > Add Package From Git URL
If you are prompted with a warning about the new input system, select Yes
You can import the assets by importing them through the samples section.
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.
When adding the UI, you might be prompted to import TMP Essentials (You don't need the examples and extras)
For the camera to follow the player correctly, drag the CameraTarget child from the Player instance into the Game Object to Follow section.
Triggers are used to activate functionality in the game. These are mostly interacted with by the player.
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.
When a GameObject with a 3D Collider collides with the pressure plate, the trigger activates. When the colliding object is removed, the trigger deactivates.
When the player collides with this GameObject, the trigger activates and this GameObject is destroyed. There is no way to deactivate this trigger.
When the player presses the interact button, this trigger activates. When the player presses the interact button again, the trigger deactivates.
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 are the functionality that your triggers activate.
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.
When activated, will destroy all GameObjects in the list. There is no deactivation.
When activated, will display text for a duration of time before hiding. When deactivated, will immediately hide the text.
When activated, will turn on the light. When deactivated, will turn off the light.
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.
Some prefabs have been created to get you started. You can create