Tutorials Objects

Tutorial Objects are the core of the Stage Object . You can add as many Tutorial Objects as you want. Tutorial Objects would use various Modules to achieve various scenarios.

Tutorial Object has certain similar configuration as Stage Object, such as Index, Name, Start Trigger, End Trigger and so on.

1. Add Tutorial Object

Click on '+' button to add your first Tutorial Object.

You could delete selected Tutorial Object by clicking on '-' button.

The Tutorial Objects could be reordered on the list by dragging it up or down. This would change its playing index accordingly.

2. Tutorial Object Configuration

  • Stage Index: Index of the stage, the Tutorial Object belongs to.

  • Object Index: Tutorial Object position in the list starting from 1.

  • Name: Name of the Tutorial Object.

Both Index and Name could be used to find the Tutorial Object in the list.

2.1 Trigger Configuration

2.2 Advance Type

2.3 Event Callback

Please refer to Events

3. Targets

Targets contains a list of objects which are used by Modules to track. Modules could track scene objects, prefabs, UI elements and so on.

Please feel free to try out different combinations of targets for the Tutorial Objects.

  • Use Module Mask: Should selected target mask out modules.

  • Module Mask: Layermask of all the preconfigured modules types. Only selected modules would be used for the target.

  • Start Inactive: Target would be disable at start.

  • Highlight Target: Target would be highlighted using OutlineController.

OutlineController highlights out scene objects. It only works for Renderers. It supports Builtin and URP render pipeline.

  • Follow Target: Should modules follow target when playing Tutorial Object.

  • Target Bound Type: Types used to calculate target bounds.

None: Do nothing with target.

All: All transform renderers including target's children would be calculated.

Recttransform: Recttransform's screen rect would be calculated.

Transform: Single transform bound would be calculated not including children

Normally, All type would be enough for scene mesh objects, Recttransform for UI elements.

  • Spawn Effect: Should spawn extra prefab on top of target.

  • Effect Prefab: Prefab object reference.

  • Override Effect Spawn: If true, effect prefab would be spawned using provided transform information. Otherwise, prefab would be spawned using Target's transform information.

'Copy Transform' button copies Target transform position to the effect spawn informations fields. This is a quick way to copy information quickly if you want to override spawn information.

  • Use Trigger: Should use trigger for individual Target

Trigger configuration would allow user to deactivate specified Target without advancing Tutorial Object. Tutorial Object would end when all of the Targets with trigger enabled are deactivated.

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