TOON RACER v1.3. Documentation: 1.3. Copyright Sperensis Applications Page 1

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1 TOON RACER v1.3 Documentation: 1.3 Copyright Sperensis Applications Page 1

2 Unity 5.x Upgrade 4 Contents Re-skin UI Interface of MenuScene and PhysicsCar 5 Re-Skin Environment 6 Player Car Structure 9 Setting up Player Cars, Step by Step. 10 Advanced Player Car Setup 14 Advanced - Scripts Attached to Player Car 15 Traffic 17 Traffic Setup - Step by Step 18 Advanced - Traffic Cars Scripts 21 Advanced - Opposite Traffic Cars Scripts 22 Script changes - Advertisements 23 Chartboost 23 Admob (Google Ads) 24 AppLovin 25 Script changes - Facebook 26 Script changes - Rating 28 Page 2

3 Script changes - Leaderboards 28 Script changes - In App Purchases 29 Script Changes - Google Play services (Android) 30 Publishing Settings - Android 32 Publishing Settings - ios 33 Xcode Project Settings 34 Troubleshooting 35 Licence 36 Page 3

4 Unity 5.x Upgrade As of v1.3, Toon Racer is Unity 5 ready. To run Toon Racer in Unity 5: 1) Open the project in Unity 5 2) Select Upgrade when prompted 3) When prompted, select I mage a backup, go ahead! 3) If you receive a navmesh error, click play on the editor and the error should no longer be present. Page 4

5 Re-skin To begin with the 1st step of re-skinning, we need to ensure that each UI element (such as buttons png s, background etc) are available with the same size and name. Re-skin UI Interface of MenuScene and PhysicsCar To re-skin UI elements in the main menu scene, open Project > Assets > UI Assets and then Replace old files with the new ones. Note :Only follow the above instructions when all UI files are of the same name as the old ones. If it isn t the case, then you have to change UI sprites individually. Page 5

6 Re-Skin Environment Level Video tutorial: The game consists of 3 levels. Each level is an Environment. Level 1: Environment 1 Level 2: Environment 2 Level 3: Environment 3 Each environment is split up into 6 patches. When the user reaches the end of the last patch, the 1st patch is then displayed and the cycle continues. How to edit: 1) Open Phyicscar.unity 2) In the Hierarchy, expand environment01 and then expand Envpatch0. This will show all objects contained in the first patch of level 1. Simply remove these objects and replace with your own. Repeat for each patch on each level. Ensure your new prefabs go inside the correct patch. Page 6

7 Page 7

8 The game objects are watermarked. If you wish to use the specific game objects found within Toon Racer, they are available at: Within the project files, you will find a PDF that details a list of free assets to use within the game. These include cars, buildings and roads. Please refer to Free Assets - Toon Racer.pdf Page 8

9 Player Car Structure Car object breakdown (Using car 1 as example): Car01 - this is the game object that contains the car and all objects. within this object, you will find: brakelights - This object is placed over the car s brake lights PlayerCollider - This object is placed over the car. It detects collisions with other cars and the side walls FlashLeft - This object is a visual flame from the left exhaust pipe. FlashRight - This object is a visual flame from the right exhaust pipe. Both Flash objects can be placed in the same location if 1 exhaust pipe is present. Shadow - Placed under the car to represent a shadow FrontRightSpark - causing sparks on the front right hand side of the car FrontLeftSpark - causing sparks on the front left hand side of the car CenterSpark - causing sparks on the front of the car RightSpark - causing sparks on the right hand side of the car LeftSpark - causing sparks on the left hand side of the car Your car prefab is placed within the Car01 game object. Below are instructions on how to set up the car. Page 9

10 Setting up Player Cars, Step by Step. Traffic Video Tutorial: This guide will show you how to set up a player car. We will use elements from the existing car01. This method is a shortcut as we are replacing game objects whilst keeping code connections intact. If you are confident with unity, you can redesign these yourself. 1) Move car01 away from the other player cars and ensure it isn t set to hidden. 2) Place your new car over car01. For convenience, ensure they are similar in size 3) Expand Car01 in the hierarchy, remove Car07 and insert your new car. You will receive a message stating This action will lose the prefab connection. Are you sure you wish to continue? Click continue. Page 10

11 4) Beginning with brakelights, align these with the new car. 5) Align FlashLeft and FlashRight with the new car. If you do not wish to have the flames from the exhaust pipe, simply delete these 2 objects. 6) Position Shadow under the car. Note: The shadow and car may need to hover above the ground. When acceleration is applied, the car tilts and may hide the shadow. Page 11

12 7) Select FrontRightSpark and place it at the front right hand side of the car. Place CenterSpark in the center, and FrontLeftSpark at the front left hand side of the car. 8) place RightSpark on the right hand side of the car, and LeftSpark on the left hand side of the car. These are usually places near the wheel arches. 9) Select PlayerCollider. Align this with the new car ensuring no part of the car sticks out from the collider. BAD GOOD Page 12

13 10) If your car has separate wheels, select them and in the inspector click Add Component. Add the script named: Car Wheel. 11) Under the script, drag Car01 into the Car Field. (If you are editing car02, drag Car02 to this field). Your car is now setup and playable. Repeat these steps with the other playable cars. Page 13

14 Advanced Player Car Setup If you have followed the above steps, please skip to the next section entitled Setting up traffic - step by step. If you wish to create a new game object for your player cars, you will need to ensure the following code connections are in place. 1) Select the UI Root 2) In the inspector, ensure your new car is within the element of player cars 3) Select UI > CarChange Page 14

15 4) Ensure your playable car is within the Cars element. Advanced - Scripts Attached to Player Car Every Wheel: CarWheel.cs Chassis object: VehicleRenderes.cs Parent GameObject of Car: TransformCarControl.cs, CarUserCOntrol.cs, CarSelfRightning.cs and ObjectResetter.cs With Car User Control, create the following connections: Env Start Pivot: EnviromentPivot Cars Spawn Point: CarsSpawnPoint Env End Pivot: EnviromentEndPivot Game End: GmeEndGUI (Found in scene) Ensure your car game object and parent object are using the tag: Player, with layer: Vehicles. Page 15

16 Advanced - Also Attached to car s parent Object: Audio Sources: Low Acceleration, Crash, Braking, Audio Listener Rigidbody Page 16

17 Traffic Traffic cars are labelled with the prefix AICarxx. Traffic that is used in the oncoming lanes are labelled AICarxx2way. They follow a similar structure to the player cars. Ensure all cars allocated on the AICars 2Way array within the InGameNotifier script are in the 2 right hand side lanes. Ensure all oncoming traffic in the AICars 2Way Op array within the InGameNotifier script are in the 2 left hand lanes. If the oncoming cars are in the right hand side lanes, they will crash with the other traffic. Page 17

18 Traffic Setup - Step by Step Traffic Video Tutorial: This guide will show you how to set up the traffic. We will use elements from the existing AIcar01. This method is a shortcut as we are replacing game objects whilst keeping code connections intact. If you are confident with unity, you can redesign these yourself. In this example we will be using AICar01 (Left) and replacing it with Car13 (Right). 1) Place your new car over car01. For convenience, ensure they are similar in size 2) Expand AICar01 in the hierarchy, remove Car01 and insert your new car into the AICar01 object. You will receive a message stating This action will lose the prefab connection. Are you sure you wish to continue? Click continue. Page 18

19 3) Position Shadow under the car. 4) Place IndicatorRight over the right back light of the car 5) Place IndicatorLeft over the left back light of the car Page 19

20 6) Rescale & reposition the Playercollider to cover the car GOOD BAD Page 20

21 7) If your traffic cars have separate wheels, select the wheel objects and in the inspector click Add Component. Add the script named: AICar Wheel. Your traffic car is now setup. Repeat these steps with the other traffic cars. For oncoming traffic, ensure the direction of the car is set to face the correct direction by rotating the car object 180 degrees. Advanced - Traffic Cars Scripts Traffic Car Object: TransformCarControlAI.cs, ObjectResetter.cs, CarAIControl.cs Traffic Wheels: AICarWheel.cs With Car AI Control, create the following connections: Env Start Pivot: EnviromentPivot Env End Pivot: EnviromentEndPivot Game End: GmeEndGUI (Found in scene) Page 21

22 Advanced - Opposite Traffic Cars Scripts Traffic Car Object: TransformCarControlAI2Way.cs, ObjectResetter.cs, CarAIControl.cs Traffic Wheels: AICarWheel.cs With Car AI Control 2way, create the following connections: Env Start Pivot: EnviromentPivot Env End Pivot: EnviromentEndPivot Game End: GmeEndGUI (Found in scene)! Note: Ensure the opposite car s parent objects are tagged as CarsOp, and other traffic tagged as AICars Page 22

23 Script changes - Advertisements Toon racer has built in support for Chartboost, Admob & Applovin. Please note that we are unable to offer support for setting up accounts with advertisement services such as admob. Below is basic information on how to get started and how to integrate the services within Toon Racer. Chartboost Chartboost is the largest mobile games-only platform to increase revenue and discover new players. Website: Support: Integrate: 1) Set up the application on chartboost.com. 2) Under App settings > Basic settings, you will find your App ID and app signature. 3) Within Unity, select Chartboost from the menu bar. 4) Input your App ID and App Signature Page 23

24 Admob (Google Ads) AdMob is a leading global mobile advertising network that helps app developers monetise and promote their mobile and tablet apps with ads. Website: Support: Integrate: 1) Open ButtonsNotifier.cs 2) Within the Start void, you will find AdMob setup. 3) Add your Interstitial Ad ID. (Format cs-app-pub-xxxxxxxxxxxxxxxx/xxxxxxxxx) Page 24

25 AppLovin AppLovin turns mobile into the medium of choice for brands by using data gathered across screens to deliver dynamic mobile ads for consumers. Website: Support: In InGameNotifier.cs, you can set the AppLovin Key on line 268 More information is available in the AppLovin read me located at: Assets>Plugins>AppLovin Page 25

26 Script changes - Facebook 1) After you have created your app on Facebook and have an App name and ID, select Facebook from the menu bar, then Edit Settings 2) in the inspector, insert your App Name and App ID 3a) for ios, insert your URL Scheme suffix (Usually fb followed by you app ID. EG: fb ) 3b) For Android, copy the package name and class name displayed into your native android app settings at developers.facebook.com/apps Page 26

27 4) Open InGameNotifier.cs 5) Within the FBShares method, you have the following perimeters for Android and ios: FB.Feed( toid: "", link: "", linkname: "", linkcaption: "", linkdescription: "", picture: "", mediasource: "", actionname: "", actionlink: "", reference: "", properties:feedproperties, callback: Callback ); 6) Repeat the above for the LoginCallback method. Page 27

28 Script changes - Rating 1) Open ButtonsNotifier.cs 2) Within the Start void, you will find the rating URL. Script changes - Leaderboards 1) Open InGameNotifier.cs 2) Within the UpdateGUI method, you can change the leaderboard ID. 3) Open ButtonsNotifier.cs 4) Within the OnLeaderBoard class, change the leaderboard ID (For Android setup, see 9. Script Changes - Google Play services ) Page 28

29 Script changes - In App Purchases 1) Within Assets, open inapp.cs 2) Change the SKU1 - SKU5 constants 3) Under the Start() Method, change the Service API Public Key for android Page 29

30 Script Changes - Google Play services (Android) This step will help you setup the leaderboard for Android users. To begin, click Google Play Games > Android setup from the menu bar. Type your Application ID from the developer console and click setup. ios does not require setting up as we are using Game Center. If you receive an error similar to DirectoryNotFoundException: Could not find a part of the path xx/xx/gpgsappcontroller.mm, this can be safely ignored for the above reason. If you encounter an error message relating to PlayGamesPlatform, ensure you have the Google Play Services Lib installed. (Default location: /Library/ Android/sdk/extras/google/google_play_services/libproject/google-playservices_lib) This can be installed via Google Play Games > Downloads > Google Play Games SDK (Android) Page 30

31 If your project states that you do not have the android support library installed, this can be installed from the android SDK manager. Page 31

32 Publishing Settings - Android 1) From the Menu bar, select Edit > Project Settings > Player 2) in the inspector, select the Android icon. 3) Within Other settings, change the bundle ID and version number. 4) Under the Publishing settings tab, enter your keystore and private key username and password 4) When you are ready to build the app project, select file > Build Settings. Select Android and click Build and run. Page 32

33 Publishing Settings - ios 1) From the Menu bar, select Edit > Project Settings > Player 2) in the inspector, select the iphone icon. 3) Within Other settings, change the bundle ID and version number. 4) You can change your splash screen and icons from the neighbouring tabs 5) When you are ready to build the Xcode project, select file > Build Settings. Select ios and click Build and run. Page 33

34 Xcode Project Settings When you export the game for IOS, it will create an Xcode project. To successfully build and run the project: 1. Download the ios google mobile ads SDK from 2. Drag GoogleMobileAds.framework into your project 3. Ensure the following frameworks have been added: AdSupport, AudioToolbox, AVFoundation, CoreGraphics, CoreTelephony, EventKit, EventKitUI, MessageUI, StoreKit and SystemConfiguration in your project 3. Under Build Settings, search for "other linker flags" and add -ObjC to the Other Linker Flags setting. 4. Under Build Settings, search for Enable Modules and set this to yes. 5. Under Build Settings, search for Automatic reference counting and set to no. 6. Build and Run. Page 34

35 Troubleshooting My project s menu is black! Within MenuScene.Unity and under UI Root (3D) s inspector, ensure the sprites are present. Further Troubleshooting If you encounter any issues that require assistance, please contact us directly at contact@sperensis.com. Custom reskin We can provide a full unique reskin of this app that will not be resold again. We currently have theme concepts that are ready to develop on a first come, first serve basis. Please contact us at contact@sperensis.com for more information. Information Request If you have purchased Toon racer from a marketplacece, you may have been directed here. This means we would like to deal with your issue directly so we can provide screenshots / logs etc. Please contact@sperensis.com and include your username in the subject and we will continue support. Page 35

36 Licence SPERENSIS APPLICATIONS SOURCE CODE LICENSING AGREEMENT TOON RACER The following is the licensing agreement for all source code offered by Sperensis Applications. By buying this source code you agree to all the terms and conditions below. All 2D artwork and 3D prefabs, Music, Names, Descriptions, Screenshots and Sounds must be changed. If at some point you decide to sell your app, portfolio or business then you must specify to the buyer that you do NOT own the source code. With the Unlimited License you can create as many reskins with that source code under your own developer account as you wish. However, you may not transfer or share that license with another party unless you have written approval from us. Distribution of binary only (IPA / APK). Distribution of source code is forbidden. With any license purchase you do NOT own the source code, even if modified. We are licensing it to you for reskin purposes only under your personal or business developer account. We remain the owner of the source code and you may NOT resell or license the code to others. You may NOT purchase this source code for the sole purpose of reskinning and reselling apps to others (commercial use). If you have any questions or concerns regarding this licensing agreement please contact us at contact@sperensis.com Copyright (C) 2015 Sperensis Applications. All Rights Reserved. Apple, the Apple logo, iphone, ipad, ipad mini, ipod touch are registered trademarks of Apple Inc. in the U.S. and/or other countries. Other trademarks and registered trademarks may be the property of their respective owners. Page 36

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