-
Stefan Richter authoredStefan Richter authored
- UFrameIT
- A1 What Quests are there
- A2 what Gameplay modes are there
- 1.1 First person gameplay
- 1.2 First person gameplay (old mainplayer version)
- 2.1 Gameplay with Camera right behind shoulder
- 2.2 Third Person Gameplay with dampened Camera
- 2.3 Third Person Gameplay with manual Camera (For example Birdview)
- 3.1 Escaperoom Gameplay
- 4.1 Sidescroller Gameplay
- How to set Options for Missions
- A3 what options do:
- Control Options:
- Control Options --> Set Control Mode
- Control Options --> Set Input Mode
- Control Options --> Keyboard Mouse Options
- Control Options --> Keyboard Mouse Options --> Mouse Capturing
- Control Options --> Touch-control Options
- System Options:
- System Options --> Operating System Recognition
- System Options --> Operating System Optimisation.
- System Options --> Select UI
- Reset Options:
- Reset Options --> Reset Configurations
- Reset Options --> Reset DataPath
- Reset Options --> Reset Saved Games
- Reset Options --> Reset All Data
- Gameplay Options:
- Gameplay --> Set Sensitivity of Camera
- Gameplay --> Resize Hitbox for Mouseclicks
- Graphic Options:
- Graphic Options --> Resize Cursor
- Network Options:
- Known B
GAMEGUIDE.md 5.28 KiB
UFrameIT
A1 What Quests are there
- Tree Stage
1.1. On map Tree Stage, measure the Height of the Tree near the villager. - River Stage
2.1. On map River Stage, measure the Height of the Tree near the villager.
A2 what Gameplay modes are there
- First Person Gameplay
- Third Person Gameplay
- Escaperoom Gameplay
- Sidescroller Gameplay
1.1 First person gameplay
- first person perspective
- compatible with (old) Input Manager
- compatible with (new) Input System Package
- compatbile with "Input exchange through file" (for reliable mobile Input)
- supports FrameITUI
- supports FrameITUI_mobile
1.2 First person gameplay (old mainplayer version)
- first person perspective
- compatible with (old) Input Manager
- uses FrameITUI --> no Touchinput supported
2.1 Gameplay with Camera right behind shoulder
- third person perspective
- player controls camera, which controls direct the playermodel
2.2 Third Person Gameplay with dampened Camera
- third person perspective
- player controls Playermodel and the camera follows and rotates in a smoothed behavior.
2.3 Third Person Gameplay with manual Camera (For example Birdview)
- third person perspective
- player controls Playermodel and the camera follows without rotating behavior.
3.1 Escaperoom Gameplay
- Fixed Camera
4.1 Sidescroller Gameplay
- Only 2D Walking.
How to set Options for Missions
A3 what options do:
Control Options:
Control Options --> Set Control Mode
- Keyboard & Mouse
- Touch-Control
- Touch-control Interfaces will be displayed.
Control Options --> Set Input Mode
- Input_Manager
- old input system
- Input_System_Package
- new input system
- Input exchange through file
- for reliable Input by mobile devices
Control Options --> Keyboard Mouse Options
- Look up or change Bindings
- New Input System uses: "ControlMapping" --> "Actionmap1":
- Movement Forward: up, w
- Movement Backward: down, s
- Movement Left: left, a
- Movement Right: right, d
- Movement Running: left_shift
- Movement Jump: space
- Action 1: LeftMouseBttn
- Action 2: RightMouseBttn
- Change Tool: MouseScrollWheel
- Menue Tools: e
- Menue Mathematics: tab
- Menue Cancel: escape
- Command Load: m+l
- Command Save: m+s
- Command Reset: m+backspace
- Command Undo: m+u
- Command Redo: m+r
Control Options --> Keyboard Mouse Options --> Mouse Capturing
- Choose if the mouse can leave the window or schould be prevented from leaving.
Control Options --> Touch-control Options
- choose the Touch-Control mode you want to use
System Options:
System Options --> Operating System Recognition
- saved in Application.persistentDataPath/Config/Network.JSON
- Defines what happends, when the Scene LaunchMenue is the first time called.
- when recognition deactivated, the last safed configuration will be used
- when recognition activated, Hardware will be detected and the configurations automatically adapted
System Options --> Operating System Optimisation.
- saved in Application.persistentDataPath/Config/Network.JSON
- After handling the "Operating System Recognition", it will displayed for which Operating System the App will be optimized.
- Needed for handling the paths to folders for saving and loading files.
- Deactivates the Mouse for Mobile systems like Android.
System Options --> Select UI
- saved in Application.persistentDataPath/Config/Network.JSON
- FrameITUI:
- Optimized for Keybord and Mouse
- Supports Keybord and Mouse
- Supports Old and New Input System
- FrameITUI_mobile:
- Optimized for Touch-Controls
- Supports Keybord and Mouse
- Supports Touch-Controls
- Supports Old and New Input System
Reset Options:
- Following Reset Operations are handled by the Streaming AssetLoader.cs
Reset Options --> Reset Configurations
- Reloads files from Assets/StreamingsAssets to Application.persistentDataPath/Config/Network.JSON
Reset Options --> Reset DataPath
- Reloads files from Assets/StreamingsAssets to Application.dataPath/Config/Network.JSON
Reset Options --> Reset Saved Games
- Reloads files from Assets/StreamingsAssets to Application.dataPath/Config/Network.JSON
Reset Options --> Reset All Data
- Reloads files from Assets/StreamingsAssets to Application.persistentDataPath/Config/Network.JSON
- Reloads files from Assets/StreamingsAssets to Application.dataPath/Config/Network.JSON
Gameplay Options:
Gameplay --> Set Sensitivity of Camera
- saved in Application.persistentDataPath/Config/Network.JSON
- (relevant for using FirstPerson Camera)
Gameplay --> Resize Hitbox for Mouseclicks
- saved in Application.persistentDataPath/Config/Network.JSON
- (Relevant for Touch Inputs)
Graphic Options:
Graphic Options --> Resize Cursor
- saved in Application.persistentDataPath/Config/Network.JSON
- (relevant when using a mouse)
Network Options:
You need to select a valid MMT Server which supports UFrameIT.
UFrameIT needs a holding online connection to this server when playing.