The purpose of this document is to outline the structure and tools that come with FPS Control.

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FPS Control beta 4.1 Reference Manual Purpose The purpose of this document is to outline the structure and tools that come with FPS Control. Required Software FPS Control Beta4 uses Unity 4. You can download Unity on Unity3d.com. We are not planning to support legacy versions of Unity, but building towards the most recent version of Unity instead. Editors FPS Control comes with builtin editors, which are explained in this document. Our development team is constantly developing new editors and additions, which you can track on fpscontrol.com/upgrade. You can call up the editor windows by choosing FPS Control -> Editor from the top menu in Unity. From there you can log in to access the different editors. In order to run the editors, you need to be logged in with an FPSControl.com or GamePrefabs.com account. Some editors require certain gameobjects to be present in your scene. Some editors write code, others tweak existing gameobjects or generate new ones. Most editors utilize the save button up top before writing any changes to your scene. Codebase The FPS Control editors and game mechanics need each-other to work. For this reason, we ve disabled editing of scripts by compiling them into Dynamic Link Libraries. If you need access to the source code, you can purchase a source license on FPSControl.com, which allows you to re-compile the DLLs. You are not permitted to decompile the source without a valid source license. Plugin: Artificial Intelligence FPS Control teamed up with RivalTheory and comes with their stellar AI engine RAIN{Indie} pre-installed. Support and documentation for RAIN{Indie} can be found on RivalTheory.com.

Editor: Footstep Control The footstep control editor allows you to map footstep-sounds and procedural variations to your player character and the corresponding textures the player walks on. This way, you can have different footstep sounds playing for walking on wood / metal / grass, etc. In the future footstep control will also support footstep binding for AI characters but at this time it supports the player character only. 1 - Select the character you wish to edit footstep sound for. In Beta4, only the player is supported. 2 - The combination of sound files, textures and tags for footstep sound generation are called definitions. Click new definition to create one for this character, then give it an explanatory name. For example wood, metal, concrete, grass, etc. 3 - If you don t want to create a new definition but edit one instead, select the footstep definition from the drop-down list for this character.

4 - Drag the sound file(s) on the audio-clips drop-zone. This will assign these sound files to the definition. The in-game footstep sounds will play one at random out of the list os audio clips. To remove a clip from the list, click the x at the right of the clip. You can also only use only one clip (to save memory resources) and let FPS Control take care of pitch variations. 5 - Tweak the knobs to set a minimum/maximum pitch range for your footstep variations. This will select a pitch at random when playing a footstep sound in-game. Please note that small tweaks have a big impact. It can take some trial and error to find the right pitches for your sounds. Feel free to experiment! You can also use the min/max volume knobs to set the range of volumes that will be played back at random as well. If you don t want any pitch or volume variations, set both min and max to default. 6 - If you are using level geometry where all textures are stitched together on a UV map (thus there are no separate textures for the sound you re after), use the tag drop-down to select a tag instead. Make sure you tag your ground mesh with the same tag to produce the sounds instead of using textures. If your ground mesh isn t separated from the walls, use an invisible collider instead with the same tag. 7 - Drag the textures in the texture drop-zone in order to assign them the sounds and variations. Note: Don t drag in materials, but textures instead. To remove a texture, click the x in the top right corner. Note: Make sure you hit the save button in the top-right corner to save your changes to the scene. FPS Control will now write code/definitions to your project panel as well.

Editor: Music Control Music Control allows you to add interactive music-zones to your map, as well as define how the music should be played back. Music Control only works when the gameobject Music Manager is added to the scene. By default, Music Manager is added as a child of the player object. When launching the Music Control editor, it will look for and select the Music Manager gameobject, so please be advised you will loose your current selection. Optionally, you can also open the editor by browsing to the Music Manager gameobject in the Hierarchy pane and selecting Open Track Editor from the Inspector pane. 1 - To add a music track or sound effect, click the corresponding buttons. This will create a definition in the list on the right. Green definitions are for music, red definitions are for sound effects. The difference between sound effects and music is that music fades from one song to the next, but sound effects can overlap the background music.

Of course, you can remove a definition using the delete button on the right of the definition that is created after clicking the add music track or add effect track buttons. 2 - Select the drop-down to filter the view to only show music or effect tracks... or both. 3 - Open a definition by clicking the triangle on the left of the definition. Track Name: This is the name you can use to reference this track inside of the editor when creating music zones. Make sure it s unique, short and memorable. Audio file: drag an audio file into this drop-zone to associate the audio of that clip. Volume: drag the slider to increase or decrease the volume of the track so that it matches the others. If your audio specialist has normalized the music track than you can keep all of them the same for all definitions. Loop Track: Check this box if you d like the track to play once or loop continuously. 4 - Use the master fade speed to set the speed at which the music fades when entering a different music zone. Use the master volume to cap off the volume for all definitions at once. Adding Music Changes to Your Map Create a new gameobject (for example, a box) and make sure the mesh renderer is turned off (making it invisible) and colliders are added. The collider needs to be a trigger so that it doesn t stop the player from walking through it. Next, add the Ambience script to the object: Enter Music Name: (optional) the unique name of the definition that you d like to trigger when the player enters this area Exit Music Name: (optional) the unique name of the definition you d like to trigger when the player exits the area. The master fade-speed is used when entering/exiting areas.

Editor: Optimize The Optimize editor features a host of tools that make optimizing your game s performance a lot easier. Beta4 is limited to MeshMerger, a simple tool that allows you to merge the meshes in your current selection. NOTE: Due to a bug in the Unity API, MeshMerger will not merge meshes that have different materials. We ll fix this as soon as Unity updates its functionality. Simply select the meshes you d like to merge and click continue. MeshMerger will now merge the meshes that have the same material from the selection and replace them with the new merged mesh. This will bring your drawcalls down. Please note that here is no undo for MeshMerger and components of the merged meshes will get lost. So if you have gameobjects with scripts on them, make sure to exclude those from your selection. Use MeshMerger when you re done with your scene and ready to optimize. It s a good idea to make a backup of your scene before you start merging and testing gameplay continuously.

Editor: TeamWork SyncPackager is hidden inside the TeamWork Editor. It s a very powerful tool to solve the hassle of having to synch files with other team members... without having to setup servers of checking files in and out. Here s how the workflow should be: 1. Send the full game project you re working on to your team member(s). 2. Make sure each team member makes a copy of the project and leave the originals alone. 3. When a team-member is ready to share files, he/she can use SyncPackager to pack up only the files that have changed (see steps below). 4. The files will be packaged up in a.unitypackage file and be a lot smaller in size than the full game project. 5. The other team member(s) can now import the.unitypackage and only the newer files will be updated. How to run SynchPackager: Click the locate button to locate the original game project. After locating, SynchPackager will make a list of all newer files and package them up for you. At step two, it will ask you where you want to save it. NOTE: Especially with projects larger than 1 gig, it can take a while to package up the files. If it looks like Unity has become unresponsive, DON T WORRY. It will power through no matter what. Just be patient.

Default Scene-Structure: Player Object The player object holds all the information that s vital for player mechanics, sounds and weaponry. Let s take a quick look at the nested objects: Player Container. Crosshair Ensures a vector-based intelligent crosshair will be activated when a weapon is active. Animates the crosshair and gives you the ability to set the colors. FPS-Control Container. Player Controls all settings for interactivity, weaponry, movement, health, footstep sounds and mouse movement. Use Open Editor to launch the Game Control editor. body Hold the collider object that keeps the player from falling through the floor. gunrenderer Holds the secondary camera that renders the gun even if it goes through walls. Main Camera Main rendering camera. Add render effects here as well as skyboxes, FOV, etc. Music Manager Runs the logic as dialed in through the music manager. weaponholder Hold all weapon objects. Each child object can activate/deactivate itself when switching weapons. To create a new weapon, simply clone one of the child objects. In Beta5, the Weapon Control Editor will generate these objects for you.