The green arrows are Markers, which are used as reference points for the player to navigate to.Īnd here's a snap of a cutscene. Triggers (in orange) have been hidden by the Scene Manager to avoid clutter. Here, the hotspots (areas that you can click on) are displayed in yellow. Gizmos in the Scene View show the placement of these prefabs: Here you also define which cutscene is run when the game starts, when a saved game is loaded etc. The Scene Manager (pictured) offers buttons for one-click adding of the various "logic prefabs" (hotspot, trigger, conversation etc). You can tab between the different managers from the top. Official release thread is here.Ĭlick to expand.Sure thing! Here's a snap of the main wizard: UPDATE: This is now released and on the Asset Store here. Be great if you could let me know of any bugs you find. Pricing / release etc TBC, just letting people play around with the demo for now. It's cleanly-written, easy to read, and you can add your own actions to cutscenes by dragging them into the proper folder. While I want it to appeal to non-coders, it's also designed with programmers in mind. Extensible - integrate your own scripts directly into the system.
Game saving and loading, autosaving, and separate options recording.Control your camera, characters, logic all from within the inspector.Flick between point-and-click, cursor-driven movement and first-person modes on the fly.All the features you'd expect of an adventure game: inventory, conversations, pathfinding, global variables.Make a complete adventure game without any coding.Click the picture to bring up the webplayer:įinal feature list still subject to change, but broadly: In the meantime, I've made a short (and hopefully fun) demo game to show off what it can do. It's nearly ready - right now I'm writing up the documentation and sorting out the kinks, then I'll go about submitting it to the Asset Store. I've been working on a kit that lets you make 3D adventure games in Unity without any scripting.