Stage Object Configuration

1. Stage Configuration

  • Stage Index: Stage position in the list starting from 1.

  • Name: Name of the Stage Object.

Both Index and Name could be used to find the Stage Object in the list. It is highly recommended to change default name to certain identifiable name.nt

Please be aware that stage names cannot be the same, as this would mess up searching.

  • Start Object Index: Autostart Tutorial Object index starting from 1. Value -1 would start Tutorial Object list from first element.

Stage Index starts from 1, and increment down the array. It is using array position plus one notation. Do not use index 0.

  • Allow Multiple: Should allow multiple Tutorial Objects running for the current stage.

Use this option cautiously, as it may cause unwanted behaviour with improper settings. This will move current tutorial step to the most recent playing Tutorial Objects. It is recommended to set Advance Type to None in order to use this option.

  • Seletected Tutorial Step: Current selected Tutorial Object on the Editor.

  • Current Tutorial Step: Current tracking index used by Stage Object.

  • Tutorial Object: Playing Tutorial Object name.

  • Play State: State of current playing Tutorial Object.

  1. Idle: Tutorial is not playing.

  2. Start: Tutorial is starting.

  3. Executing: Tutorial is executing. All modules are running and waiting.

  4. Ending: Tutorial is ending all modules.

  5. End: Tutorial completes ending all modules.

Remember that the name and state are only shown on PlayMode. It only indicates the status of Tutorial object obtained using currentStep index. The Tutorial Object selected on Editor does not change the currentStep index of Stage Object.

2. Trigger Configuration

Stage Object can be started/ended using different types of Trigger Configuration.

Manuel

The stage object would be started/ended manually would through auto advance from previous stage.

Collider

TriggerObject component would be added to the referenced collider during initialization. In Start Trigger, TriggerObject would be removed when stage starts. TriggerObject would call PlayStage method when the colliding conditions is met. In End Trigger, TriggerObject would be removed when stage ends. TriggerObject would call StopStage method when the colliding conditions is met

  • Trigger Collider: Target collider component to detect collision.

  • Trigger On Click: Should the stage be triggered through mouse clicking.

  • Pointer Trigger: Types of UI detection.

  • Use Layer Filtering: Should layer filtering be used for collision detection. Please specify target layer if check.

  • Use Tag Filtering: Should tag filtering be used for collision detection. Please specify target tag if check.

UI

TriggerObject component would be added to the referenced UI element during initialization. In Start Trigger, TriggerObject would be removed when stage starts. TriggerObject would call PlayStage method when the colliding conditions is met. In End Trigger, TriggerObject would be removed when stage ends. TriggerObject would call StopStage method when the colliding conditions is met

  • Graphic: Target UI element to detect clicking event.

  • Pointer Trigger: Types of UI detection.

Pointer Click: Trigger event when clicked.

Pointer Down: Trigger event when mouse down or touch down on UI.

Pointer Up: Trigger event when mouse up or touch up on UI.

Pointer Enter: Trigger event when mouse enter or touch enter on UI.

Pointer Exit: Trigger event when mouse exit or touch exit on UI.

KeyCode

Triggers start/end event when specified key is pressed.

3. Advance Type

Stage Objects could advance to next stage using different types of advancing logics.

  • None: Do nothing.

  • Automatic: Plays next Stage Object when current playing stage is stopped.

  • Index: Plays Stage Object with specified index when current playing stage is stopped.

  • Name: Plays Stage Object with specified name when current playing stage is stopped.

Use different combination of advance configs could accomplish complicated scenarios.

4. Event Callback(Deprecated. Please use Events)

Old event system would be removed in version 1.3. Please use new Event system.

  • Use Event Callback: Should use events callback on stage playing.

  • OnStageStart: Event would be called when stage starts playing

  • OnStageEnd: Event would be called when stage ends.

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