Shoot It Game Template - 1. Tornado Bandits Studio Shoot It Game Template - Documentation.

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1 Shoot It Game Template - 1 Tornado Bandits Studio Shoot It Game Template - Documentation

2 Shoot It Game Template - 2 Summary Introduction 4 Game s stages 4 Project s structure 6 Setting the up the project 6 Trying the game 13 Customizing the Splash Scene 14 How to add your own logos 15 Setting up the Fade Screen Manager 21 Sound Manager 23 Menu Scene 27 Menu Scene Controller 28 Level Manager 31 Creating a level 36 Obstacles 40 Creating a level manually 45 Creating a custom Target 50 Creating a target manually 51 Creating a Projectile 52 Adding my own Tutorial Text 55 Setting Game won/game lost/game completed textes 56 Customizing Level Element UI Prefab 57 Setting the needed tags 59 Setting the projectiles start position 60 Setting my Game Preferences 66 Setting Leaderboards and In App Purchases 68 Setting Leaderboards and In App Purchases for Android 68 Setting Leaderboards and In App Purchases for ios 88

3 Shoot It Game Template - 3 Updating the game 95 Publishing tips 95 Classes 96 FAQ 107

4 Shoot It Game Template - 4 Introduction Firstly, we would like to thank you for purchasing our package. We are Tornado Bandits Studio, a game development studio, based in Romania, producing games and high quality assets for your projects. Shoot It Game Template is a Unity3D package containing a game framework that will let you create or customize your own games. It is a level based game where the player will have to make the target fall (or hit the ground) with a number of projectiles. Every level comes with a different arrangement that will oblige the player to set his best strategy to make the target fall. You can find a demo of the game on our Unity Asset Store page. If you need help using our package don t hesitate to contact us. Our is:. You can find more about our work and our offers on our website: Also, don t forget to follow our facebook page and stay in touch with our latest news. Game s stages The game s life cycle is structured in following order. (*We would like to mention that almost every step is customizable and you won t need to follow the same structure): 1.The game starts with a splash scene, showing the logos of the company and/or the logo of the game. 2. After the logos are shown the player is lead to the menu scene. 3. In the menu scene the player will be able to either change his settings, see the leaderboard, rate the game, either to start playing. If he

5 Shoot It Game Template - 5 choses to start playing he will be able to see his unlocked levels and the number of stars that he obtained for each level, in the Level Select Panel. 4. When the player chooses to play a level, if it is the first time when he plays there will be a tutorial panel explaining him what he has to do, either way he will only start playing. 5. Each level has a number of projectiles set by the developer. The main reason of the level is to make the level s target fall from the structure that the developer built. If the target falls until the projectiles aren t finished the level is completed and the player is lead to the Game won panel, else he will be lead to the Game lost panel. 6. In the Game Won Panel the user will be able to continue the game to the next level, go back to the menu scene, rate the game or retry the level to make a better score. 7. In the Game lost panel the player will be able to retry the game, continue playing by watching a rewarded ad or rating. 8. After the the levels are completed, he will be able to retry all the existing levels in order to get a higher score.

6 Shoot It Game Template - 6 Project s structure The project is split in multiple scenes. Each level in game is a different unity scene. Without the levels there are 2 other scenes: Splash Scene (where the logos are shown) and the Menu Scene. Regarding the project s folder everything is packed under the folder Shoot It Game Template (Art, Meshes, Scripts, Prefabs etc). All of these being said we will move on setting the project. This is a very important step, so please be carefull. Don t forget to follow our in Editor Tutorial where we have tried to summarize everything that is being said here. Normally, the in Editor Tutorial should pop-up when you first open our package in your Unity Editor. If it doesn t pop-up go to Shoot It Game Template -> Tutorial Window in the toolbar. Setting up the project We will start by importing the external packages that we need. 1. Post Processing Stack - Unity s new Image Effects This package will help us improving our visual effects. We don t recommend to use this package in any mobile versions of the game. We have already created some settings for the Post Processing Stack that you may use (found in PostProcessingSettings folder). To import the package you can either go to asset store and download the pack at this link or follow the next steps: - Go to Window - Press on Asset Store (or press CTRL + 9)

7 Shoot It Game Template After that a unity window will pop up. Make sure that you are logged in with your Unity Account. - In the search bar type Post Processing Stack and after that download the first package. - Import it.

8 Shoot It Game Template Import DOTween - Free We are using this package for different transitions in the menu scene and the fade between scenes. The plugin is very optimized and it is used by thousands of users. We highly recommend using this package because it comes with different ease types and a lot of extensions for Unity s components. How to import DOTween: - Go to Window -> Asset Store - Search for DOTween - Import the second package (the free version).

9 Shoot It Game Template - 9 Also, you can just click and import the package from Unity Asset Store Website:

10 Shoot It Game Template - 10 Now we will have to setup the DOTween plugin. To do that we will have to go to Tools -> Demigiant -> DOTween Utility Panel -> Setup DOTween. *If the Tools section in the nav bar doesn t show up after you imported DOTween just restart Unity. If it still doesn t work go to Assets -> Reimport All. Both plugins (DOTween Free and Stack Processing Stack) aren t mandatory. Those packages only helps our project. You don t need to import them if you don t want to.

11 Shoot It Game Template Set up Ads and In App Purchases First, we will have to create your own Unity Project. Go To Window Services and create a new Unity Project. Select the organization and create your own project. After that we will have to enable Unity Ads, Unity Analytics and Unity In-App Purchases. If you don t have the services window focused then go to Window -> Services and enable the following: Ads, Analytics and In App Purchases. *Make sure that you enable analytics in order to use in app purchases.

12 Shoot It Game Template - 12 *Don t forget to set Test Mode for Unity Ads off when the game is ready to be published.

13 Shoot It Game Template - 13 Trying the game Now that everything is set we can start customizing the framework, but before doing this I believe that you would like to try the game. You will be available to hit the Play button, but first you will have to make sure that you are starting from the SplashScene, where all the data regarding the player s save is initialized. Also, if your Build Settings is set to PC, you should know that the Ads won t show. To switch your build platform to a mobile device go to File -> Build Settings -> Select which platform you prefer and his the Switch button. After that, in the Shoot It Game Template -> Resources Folder you will be able to find LevelSettings. Select it and press on Set levels now. This will add our levels to the build settings scenes, so we will be able to play.

14 Shoot It Game Template - 14 Customizing the Splash Scene As you know, the first scene in our template is the Splash Scene. In the splash scene you will be able to put your own company logo, your own game logo or as many logos as you want. To do that follow the next steps: - In the folder s hierarchy search for SplashScene. (It should be found at Shoot It Game Template/Assets/Scenes/SplashScene - Now, in the Scene Hierarchy Window you will be able to find a gameobject called SplashSceneManager (It is a child of the gameobject called Managers). Select it.

15 Shoot It Game Template Now, in the SplashSceneManger s inspector, you will be able to modify the existing logos, to remove a logo, to add a new logo or to modify the apparition settings. For more informations regarding the SplashSceneManager class go to scripts explanation part. * For apparition settings you will have to make sure that you have imported DOTween Free package. If the DOTween package isn t imported the logos fades won t be available. How to add your own logos Now i will make a demonstration of how to add your own logos in the Splash scene. *Not all example files will be available in the package. - Firstly, we will need the logos that we want. - For example i will use the following logos: Company logo: Game logo: - I will download and import these files in the folder s hierarchy, in Shoot It Game Template -> Documentation -> Examples -> Settings Logos. Feel free to import them wherever you want to (For example in Assets?Sprites/Logos)

16 Shoot It Game Template Now i will select both logos and set their texture type to Sprite (2D and UI) and i will hit apply

17 Shoot It Game Template After that i will select the SplashSceneManager gameobject and remove the existing logos. (Please make sure that you are in the SplashScene)

18 Shoot It Game Template After that i will select the SplashSceneManager from our splash scene and press on ADD NEW LOGO button (in the gameobject s inspector). *If you can t see the same inspector, please make sure that you are in the Normal Mode in the inspector window and not in Debug Mode.

19 Shoot It Game Template After that i ve dragged and dropped the sprite for my new logo (Company Logo, imported earlier). Set the fade duration to 1 second and the fade ease to Linear (more about ease here ).

20 Shoot It Game Template After that i ve added my Game Logo in the same way and set the duration between logos to 1 second. - Now you can press on the Set Splash Scene button and you can hit the play button. inspector. *Don t forget to press on SAVE SPLASH SCENE button in the - Now, if you will press play you will see that the new logos appear. - More about SplashSceneManager settings: You can add as many logos as you want. To add a logo press on the Add New Logo button.

21 Shoot It Game Template - 21 Each logo has some settings: - Logo sprite: the logo s sprite. - Fade duration: We ve added a fade for each logo. You can set its duration. - Fade Ease: The ease that the fade follows. - Duration between logos: duration between logos - Set Splash Scene: Set the splash scene s logos. It will spawn all the logos that you have set on the existing canvas of the splash scene. Setting up the Fade Screen Manager Now that we have the SplashSceneManager set up we can move on customizing the FadeScreenManager. FadeScreenManager helps us creating a simple fade in/out between scenes. It is very important that the FadeScreenManager to be set in the first scene of our game so we will be able to have it present everywhere. You can find the FadeScreenManager in the SplashScene or you can set it up using the Prefab already created. To customize the fade you will have to open the SplashScene and select the gameobject called SplashSceneManager. *The fade will be available only if you imported DOTween. After that you will be able to choose if you want to enable the fade or not, set the color of the fade, the duration and the fade apparition ease. Lets try to put a new color to our fade screen and hit the play button.

22 Shoot It Game Template - 22 If you hit the play button you will be able to see that the fade color and duration has changed. Play with the values until you find the ones that fits your requirements. What Fade Image Prefab is? Fade Image prefab is just a simple Unity UI Image, with the script FadeImageUI attached on it. This image helps us to create the fade between scenes. It is instantiated once, it occupies the entire screen and we are playing with its color. Please make sure that you have a prefab with this gameobject (or just use our already set prefab present in Prefabs/UI/FadeImageUIElementPrefab).

23 Shoot It Game Template - 23 Sound Manager Another very important component of our Splash Scene is the Sound Manager. As you probably guessed the SoundManager class deals with the background music and the sound effects present in our game. *The sounds that are used in the template aren t done by us. All of them are courtesy of the free sound project: You can find more in the Sounds License file in our project. The most important thing for our SoundManager is that it has to have 2 Audio Source components attached to it. One of them will play the background music while the second one will be used to trigger the sound effects. The SoundManager class has 2 fields that will have to be set: - Background Audio Source - FX Audio Source

24 Shoot It Game Template - 24 The available sounds for the moment are: - Menu BG Music - the music that is played while the player is in the menu and splash scenes - Game BG Music - the music that is played while the player is in the levels scenes - Button Click Sound - the sound effect that is played when the player taps/clicks on a button - Game Over Sound - the sound that is played when the user loses a game - Game Won Sound - sound effect that is played when the user wins a level - Shoot Sound - sound effect that is played when the user launches a projectile. - Explosion Sound - sound effect that is played when the user shoots an explosive obstacle. Adding your own sounds: To add your own sounds, you will need to import the sounds that you want in our project files. I will take as an example the following background sound. (To download the sound you will have to create an account. It is free) After you download it (and rename it if you want), import it in your Project folder where you want it (Assets/Sounds for example). I will import it in the documentation folder. I ve renamed the sound to MyNewMenuMusic and imported it in the folder Documentation -> Tutorials -> Examples -> Setting Sounds. Now, i will have to select the SoundManager from my SplashScene and set the Menu BG Music to my new audio clip. After that if we hit play we can hear that the menu background music has changed. You can do the same thing for all of our available sounds. If you will leave an audio clip unset the respective sound won t play.

25 Shoot It Game Template - 25 You should know that sounds are pretty expensive sometimes, so make sure that you download optimized sound tracks. Find more about optimizing sounds here. For randomizing sounds effects we have added a section in our Sound Manager where you will be able to randomize the pitch of the sounds (You will have set the lowest and the highest pitch values). This does apply only on sound effects. Please make sure that we have only one SoundManager in the game.

26 Shoot It Game Template - 26 Another very important component of our Splash Scene is the GamePreferences class, but we will leave this for later in our documentation because it implies setting our leaderboards for mobile devices, setting our in app purchases and so on. Lets continue to the menu scene.

27 Shoot It Game Template - 27 Menu Scene Menu scene contains informations regarding the level settings, the leaderboard, settings panel and so on. We will split the Menu Scene in more chapters, presenting the essential components of the scene. Those components are: - MenuSceneController - this is the core component of the scene. It makes the links between panels, levels and initialize them. - The Menu Canvas - this component is keeping all the user interfaces and the way that those interfaces are shown. - LevelManager - another very important part of our Menu Scene. We will start by learning how to customize the user interfaces. All the user interfaces used by us are present in project s Art folder. You will be able to find all the icons, buttons with some examples. Nothing stops you to customize the Menu Scene interfaces with your own interfaces. All of those interfaces are layed on a Canvas. If you don t know what a canvas is take a look here. We will start doing a demonstration of how should we proceed to change some buttons but, before doing that we would like to point that for our Menu Scene we have used a 3D environment. You aren t restricted to use a 3D environment and you can always delete the objects holder, called Scene_Environment. How to add my own interfaces: First we will have to import our new custom interfaces. As an example i will use the following PNG: *Normally, those images must be PNG files.

28 Shoot It Game Template - 28 I will import them into the Documentation -> Tutorial -> Examples -> Setting Custom Interfaces. After that, we will have to set the image texture type to Sprite 2D and UI (just like we did we the logos). After that i will open the MenuScene, select the play button (MenuCanvas -> MainMenuPanel -> LevelSelectButton) and in the Image component at Source Image i will drag and drop my new button. After that you can play with the size until it fits your requierments. Now you change all the buttons to fit your art style. Menu Scene Controller Okey. Now we can move on customizing the menu scene controller. Menu Scene Controller is in charge of initializing the user interfaces (based on our preferences/platforms) and setting the panels transitions.

29 Shoot It Game Template - 29 The menu scene is split in 3 different panels: - Main Menu Panel - contains the following buttons: - Level select button (or play button) - leads the player to the LevelSelectPanel - Settings button - leading the player to the SettingsPanel - Quit Button - exits the game - Leaderboard button (for ios and Android devices) - leads the player to the Google Play/Game Center leaderboards - More Games button - leading the player to your website/developer account page, so he will be able to play other games created by you. - Rate Button - Leads the player to your game s page and let him rate it. - Level Select Panel - containing the list of levels, with the results that the player has. - Settings Panel - containing the following: - Sound on/off toggle - Contact section so the player will be able to contact you - Remove Ads button - will let the player pay to remove the ads (available for ios and Android) - Number of games played - showing the player the number of games that he played - Logout button - let the user logout from his gplay account (for Android only) - Restore In App Purchases button - available only for ios (this is mandatory for one time purchases, on AppStore. We will

30 Shoot It Game Template - 30 discuss about this when we will set the in app purchases for AppStore) We will talk about customizing the user interfaces initialization later in this document, when we will hit the GamePreferences class. Now, if you open the MenuScene and select the MenuSceneController (child of Managers Gameobject), you will be able to see each panel, with its settings. You will be able to set, for each panel the following: - Panel Container - the Gameobject (with a recttransform attached, and set to fit the entire screen) that holds all panels buttons/sections. - Panel Transition duration: the duration of transition. - Transition ease: ease of the transition - Transition type: the transition start point and end point *The transitions will only work if you already imported DOTween package. For the transitions we have set 4 different transitions type (from left to right, from right to left, from down to up and from up to down). Play with the panel s settings until you find the best solution for your game. To test a new setting just hit the play button. If you want do disable the transitions you can just uncheck the Enable panels transitions toggle in the MenuSceneController inspector.

31 Shoot It Game Template - 31 After each panel s settings you will be able to find the most important buttons for that panel. Please make sure that you set them in the inspector. (For example, the Leaderboard button) Level Manager The LevelManager class is one of the most important classes in our game. It helps us keeping track of the player s progression and setting the levels for our game. Also, the LevelManager class is dealing with initializing/loading and saving the player s statistics regarding the levels. The class inspector has only one field: Level Settings, all of the methods described above, being used in the class itself. Level Settings is a reference to a ScriptableObject, created in our Project Folder. With the help of Level Settings we will be able to set the available levels of our game. Lets create our own Level Settings Object. To do that, select the project folder and press on Create button (or right click -> Create), navigate through Shoot It Game Template and select Level Settings. I will create my new Level Settings Scriptable Object in the folder called Setting Level Settings, under Documentation/Tutorials/Examples and i will rename it to MyNewLevelSettings

32 Shoot It Game Template - 32 Now, if we select the new LevelSettings object created, we will be able to start setting our scenes. First, we will have to set our splash and menu scenes. After you dragged and dropped the menu and the splash scenes you will be able to set the newly created level settings to the current settings and press on the Set levels now in the LevelSettings Inspector.

33 Shoot It Game Template - 33 Now, in our Menu Scene, we will have to select our Level Manager gameobject and drag and drop our new Level Settings in the Level Settings field.

34 Shoot It Game Template - 34 Now, if we hit the play button and press on Play button, there won t be any levels that you will be able to play, because our LevelSettings don t contain any playable levels. Lets add our first level. For the moment, we will use one of our already built levels. To add a level: - Select our new LevelSettings Object created, in the project folder. - Press on the Add Level button and drag and drop one of our levels scenes. - Press on Set levels now button. - Hit Unity s play button and you will be able to see that the level appeared in our levels list. In this way, you will be able to add your own levels. This is the manual way to do it, because we have created an Editor that helps you creating and adding levels automatically.

35 Shoot It Game Template - 35 To switch back to our default LevelSettings: - In the Project Folder, select LevelSettings found in Resources Folder - Press on Set current and Set Levels now - Select the LevelManager in our MenuScene - Drag and drop the LevelSettings in LevelManager s field. In this way, you can create as many games/version of games as you want in the same project. Now we are ready to set up our first level.

36 Shoot It Game Template - 36 Creating a level There are 2 ways to create a new level: - Manually, by adding the objects that you need - Automatically, by using our custom editor We will start by using our custom editor. To access it go to: Shoot It Game Template (in the toolbar) -> Window -> Create Level After that, our editor window will pop up and you will be able to start creating your first level.

37 Shoot It Game Template - 37 The first step is choosing the Level Name. Please make sure that you don t set an already created name, because the editor tool will override it. I will set my name to: Level_11 and i will press on Next. It will automatically create a scene in the Scenes/Levels folder. Please make sure that this folder exists. *If you want to change the folder where the editor saves the scenes you will have to modify a line of code. (Open LevelEditorWindow class, and search for the OnEnable method. After that modify the LEVELS_FOLDER_PATH to your desired path. Don t forget the / at the end of the path)

38 Shoot It Game Template - 38 After that, you will be able to see that we have created a new scene and added 3 important components (under LevelManagers gameobject): GameplayManager, GameSceneUIController and the Canvas, containing all user interfaces for the level (Gameplay HUD, Game Over Panel, Tutorial Panel). *If it didn t happen, then you will have to make sure that the GameplayManager prefab and GameUIController prefab are in the folder: Assets/Shoot It Game Template/Prefabs/Level Requirments. Now, we can move on setting the number of projectiles for the current level. Please make sure that the number of projectiles is bigger than 0, because either way the level will be automatically won.

39 Shoot It Game Template - 39 After that we will have to select the target prefab that we want. As you may know the idea of the game is to make the target fall and hit the ground. Until we create our custom target we will use the existing one. You will be able to find the target prefab in Shoot It Game Template/Prefabs/Targets. Just drag and drop that gameobject in our field. Press on next and the target will be instantiated in the scene. Now, we will have to set up the ground. There are 2 choices: - Using a custom created ground (a prefab) - Using a simple plane. You can toggle with it in the next step. Lets use a custom ground for the moment. We will use our ground (a mesh with a collider attached that can be found in Prefabs/Grounds)

40 Shoot It Game Template - 40 The terrain will be instantiated in the scene and you will be place it wherever you want. Now we will have to add our just created level to our LevelSettings Object created before in our Project Folder. You can do this manually, just how we did before or just by pressing on Next button in our Level Editor Window. Don t forget to press on the Set levels now in the current LevelSettings Object. *The level will be automatically add to the current level settings (the last levelsettings object on that you have pressed Set current ). *You can positionate the camera where you want. That s it. We have created a level. You can hit the play button. For the moment the target will just fall and hit the ground (a plane or our custom ground) and our level will be automatically won. Lets create some obstacles to not let the player win instantly. Obstacles There are 3 types of obstacles: - Static: obstacles that aren t affected by the projectile

41 Shoot It Game Template Dynamic: obstacles that will be affected by the force that the projectile applies to them - Explosive: obstacles that are exploding when the projectiles touch it. You should know that we have already created an editor window that helps us creating an obstacle. To access that go to: Shoot It Game Template -> Window -> Create Obstacle Now, set the obstacle name (for example: Obstacle_Static_01). Set the obstacles mesh. Set the Obstacle type. Save it. (It saves in Shoot It Game Template/Prefabs/Obstacles - make sure that the folder exists).

42 Shoot It Game Template - 42 level. Now you can arrange the obstacles as you want and create your own You can create as many obstacles as you want. Regarding the Explosive obstacle you will have to set some values for the explosion. Lets create a new Explosive Obstacle using our editor window. I will name it MyNewExplosiveObstacle. Feel free to give it the name you want.

43 Shoot It Game Template - 43 As the obstacle mesh, i will use Barrel_01 (may be found in Art/Meshes). Now we will have to set some values: - Explosion force: is the force that the explosion applies to all nearby rigidbodies. - Explosion radius: the explosion radius (the area of effect of the explosion) - Enable Collisions with other obstacles: Will this explosive obstacle explode when it collides with another obstacle? - You will be able to enable some explosion particles - Explosion particles prefab: the object (particle system) that you want to appear when the obstacle is exploded. - Disable obstacle after colliding with the projectile. - You can set the mass of the object in this editor as well.

44 Shoot It Game Template - 44 After setting the values the new obstacle will be saved in your Shoot It Game Template/Prefabs/Obstacles/ folder. Drag and drop it in our scene.. If you select the obstacle in the Scene Window you will be able to see a red sphere around it, showing the explosion radius. If you want to modify the values that you have set for an obstacle you can use the custom inspector for the Obstacle class. There is a manual way to create an Obstacle. You will have to: - Select the mesh that you want, drag and drop it into a scene and add the Obstacle component. - Add the collider that fits your requirements - Add the Obstacle component - Press on Set Tag in the inspector or set it manually to Obstacle

45 Shoot It Game Template - 45 You can create as many obstacles as you want and start creating your own levels using them. Now, we will talk about creating a level manually. If you don t want to do that just skip the following chapter. After that we will discuss about creating our custom targets and projectiles.

46 Shoot It Game Template - 46 Creating a level manually If you want to create a level manually: - Create a new scene - Drag and drop the prefabs found in Prefabs/Level Requirements

47 Shoot It Game Template Add a target in the scene (I will use the one already created found in Prefabs/Targets) - Select the GameplayManager gameobject and set the Target field to our new target

48 Shoot It Game Template Set the number of projectiles - Set the main camera of the scene - Set the projectile prefab (I will use our already created prefab found in Prefabs/Projectiles) - Set the force that you want to apply to the projectile and the force mode. *We will discuss about the GameplayManager class later in this document, to understand all the fields and how to making the game shoot from a cannon for example.

49 Shoot It Game Template Now lets add a ground. I will use a prefab found in Prefabs/Ground. - You can create a plane, or a cube, set a collider on it and put the tag Ground *Make sure that the tag is Ground.

50 Shoot It Game Template Now we can save the scene and add it to our LevelSettings Object - Select your current LevelSettings Object press on add a new level and drag and dropped our new saved scene. - Press on Set Levels now Now you can start arranging your obstacles in the scene. If you want to test the level just press on the Unity s Play Button.

51 Shoot It Game Template - 51 Creating a custom Target There is a simple way if you want to create your custom target, by using our custom editor window: - Go to Shoot It Game Template -> Window -> Create Target - Put a name (for example MyNewTarget) - Select the mesh that you want (I will use Brick_03) - Save it as a prefab (It will save in Shoot It Game Template/Prefabs/Targets - please make sure that the folder exists

52 Shoot It Game Template - 52 target. Now, whenever you will create a new level you will be able to use this If you want to modify an existing scene target: - Open the level that you want - Delete the last target - Drag and drop the new one and that s it Creating a target manually If you want to create a target manually: - Drag and drop the mesh that you want - Add a collider (we encourage you to use simple colliders and not mesh colliders) - Add Target component - Save and use it

53 Shoot It Game Template - 53 Creating a Projectile To create a projectile, you can use our custom editor window. - Go to Shoot It Game Template -> Window -> Create Projectile and our editor window will pop up. - Put a name for your projectile. I will use MyNewProjectile. - Select a mesh. I will use TBS_Projectile (found in Art/Meshes) - Save it (it will be saved in Shoot It Game Template/Prefabs/Projectiles/ - make sure that the folder exists)

54 Shoot It Game Template - 54 Now, if you want to change the projectile for a level you will have to open the scene, select the GameplayManager and in its inspector set the Projectile field to our new projectile.

55 Shoot It Game Template - 55 If you want to modify the projectile for all your created levels, you will have to go to Shoot It Game Template/Prefabs/Level Requirements and select GameplayManager. After that you will have to set the Projectile prefab field to your newly created projectile. If you want to create a projectile manually, drag and drop a mesh in your scene, add a collider, add the Projectile component and set its tag to Projectile.

56 Shoot It Game Template - 56 In this moment we have everything that keeps track of the gameplay ready. We have created our own obstacles, projectiles, targets, set the menu and splash scene and set our Level Settings. *If you want to check if everything is alright in your scenes you can use our utilities wizards that are checking if you have the most important things for a scene. To use them go to Shoot It Game Template -> Utiliities -> Check Menu/Splash/Level Scene. We can move on setting some custom things. Adding my own Tutorial Text If you would like to set your custom tutorial text we will have to: - Drag and drop the GameplayUIController gameobject (found in Assets/Level Requirments) into an empty scene (or an existing scene) - Now, in the hierarchy select GameplayUIController -> Gameplay Canvas -> Tutorial Panel -> Tutorial text - In its inspector you will be able to find a text component - Modify it as you want and press on Apply Now our tutorial text has been modified.

57 Shoot It Game Template - 57 Setting Game Won/Game Lost/Game completed textes To modify the game won and game lost textes we will have to follow the next steps: - Drag and drop GameplayUIController from Prefabs/Level Requirements - Select GameplayUIController - In the custom editor you will be able to find 3 textes fields: Game won string, Game lost string and Game completed string. - Modify them as you want - Press on apply That s it. The textes have been changed.

58 Shoot It Game Template - 58 Customizing Level Element UI Prefab As you know, in the Menu Scene, Level Select Panel we are using a prefab to show each level s progression and let the player to choose the level that he wants to play. Each level shown the in Level Select Panel is built using the LevelUIElement class.

59 Shoot It Game Template - 59 The LevelElementUIPrefab has the following parts: - Level button - the button where the user may click to play the level - Stars Holder - a game object containing 3 childs, each child being a star - Level Number Text - the Unity UI Text that is showing the number of the level - Locked Level Image - an image that overlays the level ui element to show that the level is locked - First, second, third star images - are the stars images. You can modify the sprites in the Unity s inspectors (Image), just like we did for our menu user interfaces. Don t forget to apply because the LevelUIElement is a prefab.

60 Shoot It Game Template - 60 Setting the needed tags If you can t see the following tags: Ground, Target, Obstacle. Just go to Shoot It Game Template -> Utilities -> Set Needed Tags

61 Shoot It Game Template - 61 Setting the projectiles start position In case you want to shoot a projectile from, lets say a cannon, you will have to set up the level scene. First, lets open a level scene, or create a new one. After that, if you select the GameplayManager game object you will be able to see that in its inspector is a toggle that let you Shoot the projectile from a different point. Set it true. You will be able to see that 3 other fields has pop uped. - Object s transform - the object that we want to rotate (for example a cannon) - Projectiles start position - the start position of the projectiles (the cannon s head) - Rotation duration - the rotation duration (don t set this value to high, because the player will get bored waiting for the object to rotate)

62 Shoot It Game Template - 62 Now, lets drag and drop in our scene our desired mesh. For this example i will use the mesh called Cannon, found in our Art/Meshes folder. After that, i will positionate it in front of the camera. Now i will create the point from where the projectiles will start. (I used an empty GameObject, set its name to ProjectileStartPosition, set it as the child of our cannon and set its position to (0, 0, 1.4))

63 Shoot It Game Template - 63 Now, we will have to set the GameplayManager s values. The object to rotate will be our cannon, the projectile start position will be our empty game object created.

64 Shoot It Game Template - 64 Now, in the Scene s window we will be able to see a green wire sphere, showing the point from where the projectiles start. If you hit the play button you will be able to see that the projectiles are shooting from the cannon. You will be able to find the demo scene that we ve changed in our Documentation/Tutorials/Examples/Settings Projectiles Start Position. Now, you will be able to play with the rotation duration to find the best value for it. You will also be able to positionate the cannon where you want in the level scene.

65 Shoot It Game Template - 65 Problems that you might encounter: I m trying to set an object to rotate, but the rotation is very weird. This might happen if the Object to rotate that you are using isn t exported facing the Unity Z direction. That s why we are showing in the scene view a red arrow. The wrong exported cannon might be found in our Art/Meshes folder, called Cannon_Pivot_Adjustment. Well, the idea is that we can do a simple trick to make it work. To fix it, just create an empty Gameobject, call it Cannon, set the wrong exported cannon as a child of our newly created object. Positionate the Cannon object (the parent) where ever you want and rotate the wrong pivot cannon to face the red arrow direction. Now set the object to rotate in our GameplayManager script the cannon parent and that s it.

66 Shoot It Game Template - 66 Don t forget to set the projectiles start position in the GameplayManager s inspector. You will be able to find the demo scene in Tutorial/Examples/Settings Projectiles Start Position/LevelSceneDemo_WrongPivotCannonSetup. With all of that being said, we can move on to the next important class in our game: GamePreferences.

67 Shoot It Game Template - 67 Setting my Game Preferences Game preferences class is dealing with the overall game settings like ads, links, contact section and so on. The GamePreferences class might be found in the Splash Scene, and this is the best place where you can place it. This class will influence our user interfaces from the menu scene. How? Well, for example, maybe you don t want to have a rate button. Then just untick the rate button from the GamePreferences inspector and that s it. You won t have a rate button anymore (this is happening only if you start from the SplashScene, where our class in initialized). GamePreferences options: - Ads enabled - do you want to enable the ads (rewarded + simple ads) - Show ads after - show a simple ad after a number of levels played - Rate button Enabled - do you want the rate button to be present in our menu/game over screens? - After that you will have to set the links that you are sending the players to, based on each platform *If you are not planning to launch on a platform just leave the field blank, or put something random. - More Games Button Enabled - do you want to enable the menu s more games button? - If you wat to enable it, you will have to set the link where you would like to send the player, based on the platforms that you are launching

68 Shoot It Game Template Enable contact us section - would you like to have the contact us section in the MenuScene s settings panel? - If you want so, provide your - Enable In App Purchases - do you want to have the in app purchases on? - Remove ads id: you will have to provide the IAP remove ads id set in your developer account - Enable leaderboards - Do you want to enable the leaderboards? - If you want so you will have to provide the leaderboards ids set in your developer s account - Enable games played section - enable the number of games played in the settings panel For Leaderboards and In App Purchases see the setting up Leaderboards and In App Purchases section.

69 Shoot It Game Template - 69 Setting Leaderboards and In App Purchases Leaderboards and In App Purchases are supported only for Android and ios. The first thing that we will need to do is to create our developers account for both platforms: Android and ios. - The cost for Android is 25$ for life and you can sign up here: - The cost for ios is 100$ per year and you can sign up here: Now we will split this section in parts: one for android and the other one for App Store. Setting Leaderboard and In App Purchases for Android First, login on your Google Play Developer account. After that, press on Create Application button.

70 Shoot It Game Template - 70 Choose your default language, and put the name that you want for your application. Now, if we go to the left menu you will be able to see a section called In-app products. If you click on it you will be able to see that the it asks for an apk file before starting adding your products. You will also have to set a merchant account. Lets start with setting our merchant account. Press on Set up a merchant account.

71 Shoot It Game Template - 71 Add your own informations and lets move to the next step. We will need to add a new apk just because Google wants to know that you are introducing the permission for In App Purchases. To add a new apk, we will have to build it from our Unity project. Firstly, we will have set up some things. Go to File->Build Settings-> Player Settings -> Other settings and set the bundle identifier as you want (example: com.tbs.shootitgametemplate). For this example i will use the bundle id: com.myawesomecompany.awesomegame More about bundle id: *Please make sure than In App Purchases and Analytics are on. If you don t know how to set up the In App Purchases go to Enabling Unity Services chapter. Now press on build. *Please make sure that you have Android Studio Set up, before doing an Android build, either way it won t work.

72 Shoot It Game Template - 72 You can find more informations about setting Unity ready to do a Android build in the following tutorial: After the build is done, we will have to upload the apk file to the developer account. Go to App Releases -> Manage Release. Enable google play app signing and upload your new apk. Now, if you uploaded the apk, and the In App Purchases were on, you will be able to go to In-app products and press on Add your first in-app product.

73 Shoot It Game Template - 73 Now, you will have to add your first In App Product. Select the product to be a Managed Product and set the product id to removeads. Please make sure that you put this name. Press on continue. Now, you will have to set the description, the price and so on. That s it. In app purchases are set for Google Play. *A good tutorial of setting In App Purchases for Android:

74 Shoot It Game Template - 74 *Make sure that GamePreferences remove ads id is removeads (the same with the Product ID set). Now, lets move on setting our Google Play leaderboards. In order to add Google Play Leaderboards, we will have to go to Google Play Console -> Game Services and press on ADD A NEW GAME.

75 Shoot It Game Template - 75 Now put the name of your game, choose the category and press on CONTINUE. *Please make sure that you have already added a sample apk file.

76 Shoot It Game Template - 76 Now go to Leaderboards in the left menu -> ADD LEADERBOARD Set the name, the icon and save.

77 Shoot It Game Template - 77 Now we will be able to see that we have an ID for the leaderboard. Now we can move on importing Google Play Services Plugin. You can find it here: Download it. After that open the folder current-build and import the package in our project. Import everything.

78 Shoot It Game Template - 78 Now we will have to go back to our Google Play Developer Account, go to Game Services and select our newly created game. We will have link our game services with our created application. To do that go to Linked apps and press on Android.

79 Shoot It Game Template - 79 Now we will have to link the Game Services with our application package name (or bundle id). For this example i used the bundle ID: com.myawesomecompany.awesomegame. Please make sure that you use your own package name. Save and continue Press on Authorize now and Confirm.

80 Shoot It Game Template - 80 Now, we will have to go to our created Leaderboard (Leaderboards in the left menu) and press on Get Resources. Copy everything and go back to your Unity Project.

81 Shoot It Game Template - 81 In Unity we will have to go to the toolbar and select: Window -> Google Play Games -> Setup -> Android setup... Now paste the values that we ve copied before in the new window.

82 Shoot It Game Template - 82 Press on Setup.

83 Shoot It Game Template - 83 Now, go back to Game Services -> Leaderboards and copy the Leaderboard ID.

84 Shoot It Game Template - 84 With the leaderboard ID copied, go to our SplashScene, and select Game Preferences. After that, in the inspector paste the leaderboard ID in the Leaderboard Android ID. *When you setup Google Play Services they will create a static class with the name that you selected. In that class they will create all the resources linked with your Game Services, as static strings. If you want to access them manually, without using the GamePreferences class you can open Leaderboard Manager Class and go to PostAndShowScoreOnLeaderboard void. (Line 50) and uncomment the lines (76 to 81) and comment the rest of the void.

85 Shoot It Game Template - 85 *The IAPs and Leaderboards won t work in the Editor. You will have to install your apk file to your phone and test it. There is one more thing to set up before being able to build a new APK file. We will have to set up the Minimum API Level. It has to be bigger then API Level 14. To do that go to File->Build Settings -> Player Settings -> Other Settings and set the Minimum API Level to Android 4.0 Ice Cream Sandwich (API Level 14)

86 Shoot It Game Template - 86 To test it before releasing the game, you will have to go Game Services, select your game and press on Testing. You will have to add a test to the Testers List. Add your adress. Now, go to Linked Apps, select your game and copy the OAuth2 Client ID.

87 Shoot It Game Template - 87 Go to Unity -> Window -> Google Play Games -> Setup -> Android Setup In the Window that appeared paste the OAuth2 Client ID in the Client ID field and press setup.

88 Shoot It Game Template - 88 If you run the game you will be able to see the login screen and the leaderboard. More about testing In App Purchases before releasing the game:

89 Shoot It Game Template - 89 Setting Leaderboard and In App Purchases for ios First login into your Apple Developer Account. After that go to itunes Connect. After that go to My Apps and press on the Plus button -> New app. Set the Name of the app, the company name, the primary language and the bundle ID. To create a new bundle ID for your game please follow this tutorial: ual/appdistributionguide/maintainingprofiles/maintainingprofiles.html After you created a new Application select it and go to features.

90 Shoot It Game Template - 90 Select In-App Purchases and press on the Plus button. After that we will have to choose the in app purchase that we want to create. Choose Non-Consumable, because our player will be able to buy remove ads only once.

91 Shoot It Game Template - 91 Now you will have to add the name, the price, a screenshot with the in app purchase and the ID. *The ID must be removeads! We are done with the in app purchases. You will be able to add some test users and try the in app purchases before realising the game. For more informations about setting up an IAP visit the following web page: - Until Create a Sandbox User chapter.

92 Shoot It Game Template - 92 Lets move on creating a leaderboard. To create a leaderboard you will have to press on Features -> Game Center and press on the Plus button that s near Leaderboards.

93 Shoot It Game Template - 93 Choose the Leaderboard Type to be a Single Leaderboard. Set the name, the leaderboard ID, the sort order and set the Score Format Type to Integer.

94 Shoot It Game Template - 94 Add a language to your leaderboard localization settings (you will also need to provide a leaderboard icon before being able to continue). I used this one. Press on save. Now, we will have to copy the leaderboard ID to our GamePreferences (found in our SplashScene) class Leaderboard IOS ID field.

95 Shoot It Game Template - 95 That s it. We have set the leaderboard and the in app purchase for ios. More informations about testing Game Center might be found here. More informations about testing In App Purchases might be found here. *To exclude Google Play Services from your ios build, that might cause the following errors: We will have to add a scripting reference. To do that: - Go to Build setting and select the ios platform - Go to Other Settings and find the field called: Scripting Define Symbols and add the following: ;NO_GPGS (case sensitive. Don t forget the semicolon!) - Press enter to make the project recompile We do this automatically, when you import the GooglePlayServices Pack, but we just wanted to let you know about this.

96 Shoot It Game Template - 96 Updating the game Okey. Lets say that you have published a game created with our framework, and a lot of players are playing it and you would like to add more content, with different levels. How do i do that? Very simple. Just create the levels and that s it. You won t need to modify anything from code, or modify any version, or something. Just add your new levels (or targets, or obstacles) and that s it. You can hit the build button. Publishing tips If you have finished customizing your framework and this is your first time when publishing a game check the following links: Android: ios: WebGL: Other Platforms: If you are deploying for development, don t forget to check Unity Cloud Build:

97 Shoot It Game Template - 97 Classes In this section we will discuss about the main classes of our framework and the main functionalities/functions and variables. We will start our discussion with the first scene of our game: SplashScene. We will describe the main classes that should be present in this scene. InitializeManager InitializeManager has 2 voids: - Awake () - where it initializes the PlayerStats and the Sound_State. - InitializeSoundState () - initializes the sound state. Practically, this class helps us to initialize the saved data for the players stats and the sound state. This will be practically called once. SplashSceneManager SplashSceneManager is the core of the SplashScene. It deals with the logos settings and it leads the player to the next scene: MenuScene. SplashSceneManager is a singleton. We only need only one SplashSceneManager in a scene. Functions: - Awake - intialize the singleton - Start - Unity s start function transformed in a IEnumerator. If first plays the menu scene music and after that it plays the logos fades. After all the logos are faded away it launches the next scene - SpawnLogosUIImage - Spawn the logos UI Images based on the sprites that you chose. This is called only in Editor

98 Shoot It Game Template - 98 FadeScreenManager FadeScreenManager deals with the fade image between scenes. You will be able to set the color of the fade, the fade duration and the ease. To enable fade between all scenes it would be good to have the FadeScreenManager class in the SplashScene. It is set to be a singleton and to not destroy on Load. The most important functions in this class are: - FadeIntoScene (string scenename) - Goes to the scene scenename with the set fade - LevelLoaded callback - It fade out the image when a new scene was loaded SoundManager SoundManager is the most important component when it comes to background musics and sound effects. For the moment the available sounds are: - Button click sound - Game Over sound - Game Won sound - Shot sound - Menu Background music - Game Background music It is very important to keep in mind that this class needs 2 Audio Sources. One for the background musics (Menu music, Game music) and the other one for sound effects. In the awake function we set this class as a singleton and make it not destroyable on load. Also we check if everything is well with the audio sources. It is very important to know that if you will leave an Audio Clip null, the respective sound won t play. Most important functions:

99 Shoot It Game Template Start - we set the sound state based on player s choice (music on or off in settings panel) - PlaySoundFX (AudioClip audioclip) - Plays the desired sound effect. As you can see this function is linked with the fxaudiosource - PlayBackgroundMusic (AudioClip audioclip) - Plays a background music. This class deals only with the backgroundaudiosource and not with the fxaudiosource. In this way we can have 2 audio clips playing in the same time - SetSoundState () - set the sound state on or off - UpdateMusicState (bool state) - Called in MenuController, when you toggle on and off the music toggle in the settings panel GamePreferences GamePreferences class helps us setting things like ads, in app purchases, leaderboards, and so on. Basically GamePreferences is a simple class that holds different booleans and strings. It must be present in all scenes and it must be unique, that s why it is a singleton, that s not destroyable on load. To handle it more simpler, we ve created an Editor class for this class. Now, we can move on to our MenuScene. MenuSceneController MenuSceneController is the most important class in the MenuScene. It handles things like panels/buttons/ui intialization and so on. It is a singleton.

100 Shoot It Game Template MenuSceneController keeps references for all the buttons that we have in the MenuScene, from music toggle to leaderboard button. It also have 3 panels: MainMenuPanel, SettingsPanel and LevelSelectPanel. - In the Start function we set the current panel as the main menu panel, play the menu background music (in cas it wasn t playing before) and intialize the user interfaces based on GamesPreferences settings. - InitializeUI () - function that initalizes the user interfaces based on GamePreferences settings. For example: If we are on ios the restore purchases button is mandatory while on android it isn t. For more information about this function and how it works please read the function s comments. - ActivatePanel (CustomUIPanel panel) - activates the panel with its settings (the transition type, duration and ease) - Functions for each button in the scene. - UpdateLevelsPanel () - Updates the level select panel based on LevelManager levels. Please make sure that you have assigned the LevelUIElementPrefab and the parent for those levels elements. Another class that helps MenuSceneController is CustomUIPanel class. It has 4 fields: - panelcontainer - a recttransform reference to the panel in the canvas - transitionduration - the transition duration - transitionease - transition ease - transitiontype - an enum having 4 transitions type (Right-> Left, Left->Right, Up->Down, Down->Up) IAPManager This class handles In App Purchases (for Android and ios). It uses the Unity example, with some small modifications, to add the desired product set in the GamePreferences class.

101 Shoot It Game Template AdsManager AdsManager handles the ads section of our game. It is enabled, only if Unity Ads are on and it has 3 main functions: - UNITY_ADS_ShowSimpleVideo () - shows a simple unity video - UNITY_ADS_ShowRewardedVideo_To_Continue_Game () - Shows a rewarded video to let the user continue the game when he is out of projectiles - HandleAdResult_To_Continue_Game () - Handle the result of a rewarded ad. If the ad was completed then it calls the GameplayManager s continue function. LeaderboardManager As the name tells us, this class handles the leaderboards, for both Android and ios. There is nothing special in these class, only that they are using the leaderboard ids from our GamePreferences class. It has a login/initialization function that is called in the Awake function and a post and show leaderboard, based on the platform that you are playing. LevelManager LevelManager is one of the most important classes in our game template. You will have to make sure that this is present in all the levels scene but in the menu scene as well, to make sure that it works 100%. One of the most important fields of this class is levelsettings - this is a reference to a ScriptableObject created in our Project folder. It is a singleton and it is not destryoable on load. - LevelLoaded callback - Unity callback for a level loaded. In this function we call the LoadLevels (), which loads the levels from our saves. If we didn t save anything we Initialize the saved data. - InitializeLevelData () - initialize the level unlocked counter (1), and set the first level to be unlocked, but not finished. In the same way that

102 Shoot It Game Template we save player s progression and settings data we set this using PlayerPrefs class and a JSON. - LoadLevels () - Based on saved data load the levels with the number of stars and the scene that might be loaded (set in the LevelSettings). Also, to make sure that the game is update ready without modifying any version or something, we are always settings the next level nearby the last finished level to be unlocked, but not finished. In this way we always know that the last level is unlocked. - SelectLevel () - Launches the scene for the selected level. This function is called whenever the user clicks on a LevelUIElement. Each ui element having an index (the level counter). - SetNewLevelUnlocked (int level) - set the level unlocked (but not finished) - FinishNewLevel (int numberofstars) - this function is called whenever the user completes a level. - Bool CheckIfCurrentLevelIsFinished () - check if the level that we are playing is finished. - Bool CheckIfCurrentLevelIsLastLevel () - check if the level that we are playing is the last one. - Int GetNumberOfStarsForAllLevels () - get number of stars obtained by the player is all levels. This is used to be posted on leaderboard. Level Level class keeps the data needed regarding a level. - Unlocked - is the level unlocked? - Finished - is the level finished? - starsobtained - number of stars obtained for this level - levelscenename - the level s scene name

103 Shoot It Game Template Now we will talk about the a level main classes. GameplayUIController As the name says GameplayUIController controls the user interfaces for a level scene. - In the Start function we set the first panel to be the GameHUDPanel. - SetTutorialPanel (bool state) - sets the tutorial panel on or off based on games played by the player. - UpdateNumberOfProjectilesText (int value) - Updates the number of projectile text. - UpdateGameOverPanel (bool gamewon, int number of stars) - Updates the game over panel, based on GamePreferences and the result of the game (won or lost) - Buttons regions - all buttons functions: Rate Game, Continue Game, Next Level button and so on. GameplayManager GameplayManager is the main class when it comes to level s flow. It is, of course, a singleton, because there might be only one class of this type in a scene. - Awake () - in this function we are checking if everything is alright for the gameplay so there won t be any errors and we also set this class to be a singleton. - Start () - We update the number of projectiles, the gameover/won/continued values - Update () - If everything is set then let the user play. If he taps/clicks then shoot. - Shoot () - We calculate the direction of the projectile and based on user s settings we launch the projectile (rotating the object that we have set or not) - LaunchProjectile () - Launches the projectile

104 Shoot It Game Template RotateObject () - Rotate the object that you want to shoot from to the desired position in time. - CheckIfGameOver () - checks if the game is over and based on the target s speed we do this until the target s speed is less than a minum threshold set by us. - GameWon () - Game won function. Set the current level as finished, check if is time for an ad. - GameOver () - Game over function. Checks if is time for an ad. Activates the gameover panel - ContinueGame () - Let the user watch a rewarded ad to continue the game That being said, we can move on inspecting the rest of the classes. Obstacle Obstacle class is handling our obstacles. All game objects that have this class as a component will need to have a Rigidbody and a Collider. We are setting the collider s and rigidbody s settings in the Awake function. - ApplyExplosionForce () - this is called only for Explosive obstacles. - ExplodeObstacle () - Instantiate the explosion prefab, if set and enable/disable the current obstacle - OnCollisionEnter () - if the collider s type is Explosive then explode it, either way just let the Physics Engine do it s job. Projectile Our projectiles are driven by the Physicis Engine. The main function of this class is ApplyForce (), called in the Shoot function from GameplayManager. It needs the force and the force mode that you want to apply. This is calculated in the Shoot function. In the Awake () function we also setting the rigidbody s and collider s settings, because we will need those 2 components for our projectile class.

105 Shoot It Game Template Target Our target is as well as the projectile driven by the Physics Engine. We are just checking in the OnCollisionEnter function if we are colliding with a ground. If we are colliding with the ground then the game is won. To add a target component to a gameobject it will need a Collider and a Rigidbody attached. We are setting them in the Awake function. GameSettings GameSettings class is the backup for our GamePreferences class. In case that you didn t set something in GamePreferences class we will use this basic values. It also helps us to keep and modify the tags, if needed, and the PlayerPrefs. It also keeps track of our MenuScene and SplashScene names.

106 Shoot It Game Template SaveSystemManager SaveSystemManager saves the player s progression, using JSON files and PlayerPrefs class. It helps us keeping track of the player s progression during different session of gameplays. It has Save and Load functions. FadeImageUI This is a very simple class that helps us with the fade between scenes. You will have to attach this script to a Unity UI Image if you want to create one. Utilities Utilities class helps us checking if the tags are set, if the internet connect is on and so on. - DrawArrow () - Draw gizmos arrow - AddTag () - Add a new tag - CheckIfInternetConnection () - Check if internet connection is on or off LevelUIElement This class helps us to bring the information saved in our LevelManager regarding the levels to the user interfaces. - levelbutton - the level button. This button will have as OnClick event the SelectLevel () function from our LevelManager class. - starsholder - an empty recttransform containg all the stars. We will play with it on/off if the level is unlocked or not - firststar - UI Image reference to the first star image - secondstar - UI Image reference to the second star image - thirdstar - UI Image reference to the third star image - startimageslist - this is the list containg the stars set above

107 Shoot It Game Template levelnumbertext - the level number text (ex: 1, 2, 121) - lockedlevelimage - image reference to the locked image. Functions: - SetupLevelUIElement () - Sets up the level ui element based on a level. This is called from MenuSceneController. - SetButtonListener () - set on click event. All the classes are well commented and we really hope that you will be able to understand everything. All the classes presented above are linked with their custom inspectors classes. All the inspectors/editor windows might be found in the Editor folder. Those classes are also commented and it might help you to learn how to create your own inspector or windows. For a more in depth classes documentation we have used the Doxygen plugin to create the classes diagrams. You may find it here.

108 Shoot It Game Template FAQ Is the game ready to be published? Yes it is. As long as you have the project you can build it for any platform you want, without having to add something. We ve just used some plugins (DOTween Free and Post Processing Stack) to make it beautiful. To customize the package, do i need to write any line of code? No. To use/modify the framework as it is, without adding any new feature you won t need to add any line of code. We ve created editors to help you create everything is needed and the code is structured to show you what s wrong. In other words, you will have to bring your art and start reading the Tutorial Window. Is the art included in the package? Yes it is and you can use it as you want. If you are interested to see more of our packages visit our publisher profile. The models that we ve made are optimized for mobiles/webgl. What Ads provider is the package using? Unity Ads. Are you going to update the package? Yes, we are planning to update the package. We will soon post a road map, but first we will need your feedback and your ideas, so don t hesitate to send us your ideas to our or forum thread.

109 Shoot It Game Template Are DOTween Free and Post Processing Stack mandatory? No. You can build/play the game without importing any package. We are using DOTween for our interfaces transitions and Post Processing Stack for better effects (only on PC). Is your in editor tutorial window covers all the parts of the framework customization? Yes, but for more informations try to read the documentation. Why is the tutorial file so long? We ve tried to make the documentation cover all the steps to complete the framework s customization without any problems. We ve also tried to structure the documentation as a tutorial, but each chapter may be taken as a single section. What did you use for Leaderboards? Google Play Games for android and Game Center for ios. Are all the third party features enabled for all platforms? No. For example ads, leaderboards and in app purchases work only for mobile devices.

110 Shoot It Game Template Is the code commented? Yes. It is well commented, also the documentation file describes every class used in our game and we have the classes hierarchies generated using DoxyGen. Comments are written in English. A sample:

111 Shoot It Game Template How many levels can i create? As many as you need. May i move the camera/cannon position? Yes. You can positionate it wherever you want without any problems. Can i add a shooting point (like a cannon/a tower/a character)? Yes, you can. Just read the documentation s Setting the projectiles start position chapter. Can i add a different shooting point but without a cannon? Yes, you can. Just leave the Object s transform null. Can i modify the game won/lost/completed and tutorial text? Yes. You can modify them as you want. Please see the documentation file. Can i have more than one target in a level scene? Yes you can put more targets in the scene but make sure that you set the Target in the GameplayManager class. I ve tried to create a level but it ends immediately showing that the level is completed. If this happens then you set something wrong. It might happen because you don t have ground or a target in the level scene. Please check the Console and see our debugs. We are checking if everything is set in the GameplayManager class. In this way, you won t receive any error during the gameplay.

112 Shoot It Game Template Why do i need a ground in each level scene? We will need a ground in each level scene, because we will need to know when the target hit the ground. In this way we can realise if the level was completed or not. Can i have more than one ground in a level scene? Yes. It is recommended if you have let s say ground made up by tiles. I want to place my game in space. Why do i need a ground? Well.. you can create a plane as your ground, and set its mesh renderer off. In this way, you will be sure that the target hits the ground. Can i start playing the game from any scene? Yes. You can start playing from any scene, but we recommend you to start from the SplashScene, where we are initializing the player s data, your game preferences, the fade screen and the sound manager. But, if you want to test a level you can stary playing from the level s scene. Can i update the game and how? Yes. The game is ready to be updated. You will only need to add your new levels/new features and build the game. See the Update the game section. I saw that you have a Splash Scene. Can i set it off?

113 Shoot It Game Template Yes you can. But don t just delete the scene. Better keep it but set the Logos apparition duration to 0. In the Splash Scene we are initializing different things so it might be present in our games. How many logos can i add? As many as you want. You are not constrained to use 1 or 2. You set the number. I don t want to have a fade between scenes. That s okey. You can just select your FadeScreenManager (preferably set in the Splash Scene) and uncheck the enable fade bool. I don t want to have a certain sound effect or background music. If you select your SoundManager (normally found in Splash Scene) and you set an audio clip to null it won t play, without throwing any errors. Game Preferences - i don t have links for all platforms. What should i do? Just leave them blank or set a default value. The links will be used only on the platform that you are building. I don t want to use a 3D Menu Scene. What should i do? Just delete our meshes from the scene, select the Menu Canvas add a new UI Image, set it to fit the entire screen and select the sprite you want. Also, make sure that the image that you have added is the first child of MenuCanvas.

114 Shoot It Game Template How can i make a Unity UI Image to fit the entire screen? After you created the UI Image click on it s rect transform box and with command and shift pressed choose bottom right corner situation. After that set the left, top, right, bottom to 0.

115 Shoot It Game Template What Reference Resolution did you use for the user interfaces? 1920x1080. Can i modify the buttons order/position/panel? Yes you can do that. For example, if you would like to have all the settings buttons in the main panel, you can just set the buttons parent to MainMenuPanel instead of SettingsPanel, and disable/delete the settings button. Is the game playable in Portrait Mode? Yes. You can set the game to be playable in Portrait Mode. You will just have to change the canvas reference resolution to 1080x1920 and set

116 Shoot It Game Template the build settings to portrait. You will also need to adjust the buttons to fit your new resolution. What is LevelManager and why do we need it if we have LeveSettings class? LevelManager is the one that saves the player s progression (like unlocking/finishing a level) while the LevelSettings is a ScriptableObject, created in the Assets Folder (like a.unityscene file). Level Manager links the game itself with the settings that you have did. I ve imported DOTween and after that i deleted it and i get some errors. If this happen either reimport and set DOTween plugin, or if you don t want to use DOTween anymore, just go to Build Settings -> Player Settings -> Other Settings -> Scripting Define Symbols, delete DOTweenChecker; and press enter

117 Shoot It Game Template I ve imported Google Play Services and after that i deleted it and i get some errors. If this happen either reimport and set Google Play Services plugin, or if you don t want to use DOTween anymore, just go to Build Settings -> Player Settings -> Other Settings -> Scripting Define Symbols, delete GooglePlayServicesChecker; and press enter

118 Shoot It Game Template I ve imported Google Play Services and I m on ios and i receive some errors. To make sure that the GooglePlaySerives aren t activated on ios we ve added a Scripting Define Symbol called NO_GPGS. Please make sure that exits in ios Player Settings -> Scripting Define Symbols Please, for more informations see the documentation file at the chapter Settings Leaderboards and In App Purchases. I ve imported Google Play Services, and when i ve tried to build my game for Android i received an error regarding the manifest file. If you didn t import any other plugin without Google Play Services, then you will have to set the minimum API Level to 16. To do that, go to android build settings -> Player Settings -> Other Settings -> Set the Minimum API Level to 14.

119 Shoot It Game Template Can i test In App Purchases and Leadeboards? Yes, you can do that. Please check the Setting Leaderboards and In-App Purchases chapter.

120 Shoot It Game Template I m using Unity and i m getting an awkward error setting a rect transform position to NaN NaN NaN. This might happen because Unity has some problems with the RecTransforms and we are using one for our LevelSelectPanel. Make sure that you set the LevelsHolderScrollRect Movement Type to Elastic. Unity gets stuck when i try to build at Building packages We have found that when you are trying to build with Post Processing Stack asset, on Unity 5.5.0f3 the game won t build or the build will last too much. Either Delete the pack, either use a newer version of Unity.

121 Shoot It Game Template I would like to see the logs on my mobile devices. Any advice? use and set. You can use Log Viewer, which is a free and super cool asset. Easy to Without modifying anything in the code i get some errors. What should i do? Send us an and try to explain the bug path. Please make sure that you read the documentation and the FAQ section, maybe you will be able to fix it faster. Also, this will help us very much improving the package for newest version so don t hesitate to contact us, or post on our forum s thread. The game is moving really bad on my old devices. Please make sure that you don t have the Quality Settings set to Fantastic and you optimized the scenes well (with light bake for static objects, cast/receive shadow off for useless mesh renderers). You can find more here: Normally, our graphics and code provided are very well optimized for a low end mobile device. Please check your number of draw calls, the lights that you have in the scene, the particles and so on. You can find more answers on Unity3D forums. I hate your custom inspectors. Can i delete them? There is a simple way to get rid off the custom inspectors by checking/unchecking the Custom Editor value. If you delete the custom inspectors created for each class you should know that there are some functions called only from Inspector, like Set

122 Shoot It Game Template Splash Scene in the SplashSceneManager, or different buttons in our LevelSettings. Please make sure that you know what you do. I can t see your custom inspectors. Window. Please make sure that you are not in Debug Mode in the Inspector

123 Shoot It Game Template How can i access the in Editor Tutorial Window? Normally, it should pop up when you opened our package for the first time in your Unity Editor. To access it manually go to (in the toolbar) Shoot It Game Template -> Tutorial Window. Why do we need a restore in app purchases button? For AppStore the restore button is mandatory. They won t accept your game if it doesn t have this button. More here. Why don t we have a Logout Button for ios? App store doesn t allow us to let the user logout from Game Center. What are these eases that are you talking about? Take a look here. Do i need to put the LevelSettings into Resources Folder, like you did? No. You can put anywhere inside the Project s Assets folder. I can t see the Next/Prev buttons on your custom editor windows. Please make sure that the windows are big enough.

124 Shoot It Game Template How should i know my game link if my game isn t published yet? Based on your bundle id and your game name you know it before realizing the game. Lets take as example that my bundle id is: com.mycompany.mygame. For android the link would be: + bundle id. In our case: For ios: When you create a new App with a bundle ID in your developer account on ios you will receive an id. Lets say that the id is: and the game name is: My Awesome Game. The link would be: + your id In our case: PS: Space is -. After I enabled In App Purchases i get 2 errors It looks like this is a bug caused by Unity s Services Window. To fix it first make sure that you imported the package from Unity s Services Window -> In App Purchases.

125 Shoot It Game Template If it still doesn t work, then delete the Library Folder of your project (Found in the root folder of the project, near by Assets) and reopen the project. Don t forget to switch the platform on your desired platform. More about it here.

126 Shoot It Game Template I enabled Unity Ads but they don t work It might happen because of the same unity problem. We ve found a fix. Go to Unity Services -> Ads -> Advanced and untick the Enable builtin Ads extension. After that go to Asset Store and import the Unity Ads package.

127 Shoot It Game Template After that, go to Build Settings -> Player Settings -> Other settings and in Scripting Define Symbols add Unity_ADS and press enter. In this way we will force Unity_ADS to be activated. After that we will have to modify somethings in our AdsManager class. Open it. In Awake function, if you will scroll to line 25 you will be able to find a commented code. Remove the /* */ comments and modify YOUR_IOS_GAME_ID and YOUR_ANDROID_GAME_ID with your unique ids. The ids might be found if you go to the Unity Services Window -> Ads -> Advanced. Unity 5.503f3 does give me errors when i build for WebGL It happened to us that when trying to build for WebGL with Unity 5.503f3 the build failed. Try to build from Unity

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