From 8e72e88a8ee5c18cd66753dd0fb5d53a3c88b34b Mon Sep 17 00:00:00 2001 From: Ross Gardler Date: Thu, 14 Jul 2022 21:06:40 -0700 Subject: [PATCH 1/6] Upgrade to 2021.3.6 --- .../05 Combat/210 Skirmish Ranged Combat.meta | Bin 172 -> 172 bytes Packages/manifest.json | 32 +- Packages/packages-lock.json | 108 ++- ProjectSettings/MemorySettings.asset | 35 + .../com.unity.probuilder/Settings.json | 11 +- ProjectSettings/ProjectSettings.asset | 145 ++-- ProjectSettings/ProjectVersion.txt | 4 +- ProjectSettings/VersionControlSettings.asset | 8 + ProjectSettings/boot.config | 0 UserSettings/EditorUserSettings.asset | 19 + UserSettings/Layouts/default-2021.dwlt | 746 ++++++++++++++++++ 11 files changed, 976 insertions(+), 132 deletions(-) create mode 100644 ProjectSettings/MemorySettings.asset create mode 100644 ProjectSettings/VersionControlSettings.asset create mode 100644 ProjectSettings/boot.config create mode 100644 UserSettings/EditorUserSettings.asset create mode 100644 UserSettings/Layouts/default-2021.dwlt diff --git a/Assets/Wizards Code/Character AI/Scenes/05 Combat/210 Skirmish Ranged Combat.meta b/Assets/Wizards Code/Character AI/Scenes/05 Combat/210 Skirmish Ranged Combat.meta index aba38dcffe5c8a21b997b5654ff756742bbb3924..c86a19dd180d9019d31c0dbced950f57b26eca1c 100644 GIT binary patch literal 172 zcmZ9Fy$-@46h?QR;yyx4f3$3x#>7Rp?w4{g7z*YBiN^Tu;_7z3GknK7Pp8Nm=7l)9 z7!*ixE6ykwr5@X9vb#<5*JYz-$b>Q#dSc36%!Hxdig6uHVg7^ZpEI1(m literal 172 LcmZQz7&-s|0IUE3 diff --git a/Packages/manifest.json b/Packages/manifest.json index 216ff429..98adcd20 100644 --- a/Packages/manifest.json +++ b/Packages/manifest.json @@ -1,25 +1,25 @@ { "dependencies": { + "com.inklestudios.ink-unity-integration": "1.0.2", "com.jeffcampbellmakesgames.packagetools": "https://github.com/jeffcampbellmakesgames/unity-package-tools.git#release/stable", - "com.unity.burst": "1.4.8", - "com.unity.cinemachine": "2.6.11", - "com.unity.collab-proxy": "1.10.2", - "com.unity.ide.rider": "1.2.1", - "com.unity.ide.visualstudio": "2.0.14", - "com.unity.ide.vscode": "1.2.4", - "com.unity.inputsystem": "1.0.2", - "com.unity.jobs": "0.2.10-preview.13", - "com.unity.mathematics": "1.2.1", - "com.unity.postprocessing": "3.0.3", - "com.unity.probuilder": "4.4.0", - "com.unity.recorder": "2.5.5", - "com.unity.test-framework": "1.1.29", + "com.unity.burst": "1.6.6", + "com.unity.cinemachine": "2.8.6", + "com.unity.collab-proxy": "1.15.18", + "com.unity.ide.rider": "3.0.15", + "com.unity.ide.visualstudio": "2.0.16", + "com.unity.ide.vscode": "1.2.5", + "com.unity.inputsystem": "1.3.0", + "com.unity.jobs": "0.51.0-preview.32", + "com.unity.mathematics": "1.2.6", + "com.unity.postprocessing": "3.2.2", + "com.unity.probuilder": "5.0.3", + "com.unity.recorder": "3.0.3", + "com.unity.test-framework": "1.1.31", "com.unity.test-framework.performance": "2.8.0-preview", - "com.unity.textmeshpro": "2.1.4", - "com.unity.timeline": "1.2.18", + "com.unity.textmeshpro": "3.0.6", + "com.unity.timeline": "1.6.4", "com.unity.toolchain.win-x86_64-linux-x86_64": "0.1.19-preview", "com.unity.ugui": "1.0.0", - "org.wizardscode.devlogger": "file:E:/WizardsCode/DevLogger-Dev", "com.unity.modules.ai": "1.0.0", "com.unity.modules.androidjni": "1.0.0", "com.unity.modules.animation": "1.0.0", diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json index f830080b..e822670d 100644 --- a/Packages/packages-lock.json +++ b/Packages/packages-lock.json @@ -1,5 +1,12 @@ { "dependencies": { + "com.inklestudios.ink-unity-integration": { + "version": "1.0.2", + "depth": 0, + "source": "registry", + "dependencies": {}, + "url": "https://package.openupm.com" + }, "com.jeffcampbellmakesgames.packagetools": { "version": "https://github.com/jeffcampbellmakesgames/unity-package-tools.git#release/stable", "depth": 0, @@ -8,7 +15,7 @@ "hash": "32a2d178b56f4dcddf5d053e29f2ba584eafdbcf" }, "com.unity.burst": { - "version": "1.4.8", + "version": "1.6.6", "depth": 0, "source": "registry", "dependencies": { @@ -17,26 +24,28 @@ "url": "https://packages.unity.com" }, "com.unity.cinemachine": { - "version": "2.6.11", + "version": "2.8.6", "depth": 0, "source": "registry", "dependencies": {}, "url": "https://packages.unity.com" }, "com.unity.collab-proxy": { - "version": "1.10.2", + "version": "1.15.18", "depth": 0, "source": "registry", - "dependencies": {}, + "dependencies": { + "com.unity.services.core": "1.0.1" + }, "url": "https://packages.unity.com" }, "com.unity.collections": { - "version": "0.9.0-preview.6", + "version": "1.3.1", "depth": 1, "source": "registry", "dependencies": { - "com.unity.test-framework.performance": "2.0.8-preview", - "com.unity.burst": "1.3.0-preview.12" + "com.unity.burst": "1.6.6", + "com.unity.test-framework": "1.1.31" }, "url": "https://packages.unity.com" }, @@ -48,16 +57,16 @@ "url": "https://packages.unity.com" }, "com.unity.ide.rider": { - "version": "1.2.1", + "version": "3.0.15", "depth": 0, "source": "registry", "dependencies": { - "com.unity.test-framework": "1.1.1" + "com.unity.ext.nunit": "1.0.6" }, "url": "https://packages.unity.com" }, "com.unity.ide.visualstudio": { - "version": "2.0.14", + "version": "2.0.16", "depth": 0, "source": "registry", "dependencies": { @@ -66,38 +75,56 @@ "url": "https://packages.unity.com" }, "com.unity.ide.vscode": { - "version": "1.2.4", + "version": "1.2.5", "depth": 0, "source": "registry", "dependencies": {}, "url": "https://packages.unity.com" }, "com.unity.inputsystem": { - "version": "1.0.2", + "version": "1.3.0", "depth": 0, "source": "registry", - "dependencies": {}, + "dependencies": { + "com.unity.modules.uielements": "1.0.0" + }, "url": "https://packages.unity.com" }, "com.unity.jobs": { - "version": "0.2.10-preview.13", + "version": "0.51.0-preview.32", "depth": 0, "source": "registry", "dependencies": { - "com.unity.collections": "0.9.0-preview.6", - "com.unity.mathematics": "1.1.0" + "com.unity.burst": "1.6.6", + "com.unity.collections": "1.3.1", + "com.unity.mathematics": "1.2.6", + "com.unity.nuget.mono-cecil": "1.10.1" }, "url": "https://packages.unity.com" }, "com.unity.mathematics": { - "version": "1.2.1", + "version": "1.2.6", "depth": 0, "source": "registry", "dependencies": {}, "url": "https://packages.unity.com" }, + "com.unity.nuget.mono-cecil": { + "version": "1.10.1", + "depth": 1, + "source": "registry", + "dependencies": {}, + "url": "https://packages.unity.com" + }, + "com.unity.nuget.newtonsoft-json": { + "version": "3.0.2", + "depth": 2, + "source": "registry", + "dependencies": {}, + "url": "https://packages.unity.com" + }, "com.unity.postprocessing": { - "version": "3.0.3", + "version": "3.2.2", "depth": 0, "source": "registry", "dependencies": { @@ -106,16 +133,18 @@ "url": "https://packages.unity.com" }, "com.unity.probuilder": { - "version": "4.4.0", + "version": "5.0.3", "depth": 0, "source": "registry", "dependencies": { - "com.unity.settings-manager": "1.0.3" + "com.unity.settings-manager": "1.0.3", + "com.unity.modules.physics": "1.0.0", + "com.unity.modules.imgui": "1.0.0" }, "url": "https://packages.unity.com" }, "com.unity.recorder": { - "version": "2.5.5", + "version": "3.0.3", "depth": 0, "source": "registry", "dependencies": { @@ -123,6 +152,17 @@ }, "url": "https://packages.unity.com" }, + "com.unity.services.core": { + "version": "1.4.0", + "depth": 1, + "source": "registry", + "dependencies": { + "com.unity.modules.unitywebrequest": "1.0.0", + "com.unity.nuget.newtonsoft-json": "3.0.2", + "com.unity.modules.androidjni": "1.0.0" + }, + "url": "https://packages.unity.com" + }, "com.unity.settings-manager": { "version": "1.0.3", "depth": 1, @@ -147,7 +187,7 @@ "url": "https://packages.unity.com" }, "com.unity.test-framework": { - "version": "1.1.29", + "version": "1.1.31", "depth": 0, "source": "registry", "dependencies": { @@ -168,7 +208,7 @@ "url": "https://packages.unity.com" }, "com.unity.textmeshpro": { - "version": "2.1.4", + "version": "3.0.6", "depth": 0, "source": "registry", "dependencies": { @@ -177,7 +217,7 @@ "url": "https://packages.unity.com" }, "com.unity.timeline": { - "version": "1.2.18", + "version": "1.6.4", "depth": 0, "source": "registry", "dependencies": { @@ -207,14 +247,6 @@ "com.unity.modules.imgui": "1.0.0" } }, - "org.wizardscode.devlogger": { - "version": "file:E:/WizardsCode/DevLogger-Dev", - "depth": 0, - "source": "local", - "dependencies": { - "com.unity.postprocessing": "2.3.0" - } - }, "com.unity.modules.ai": { "version": "1.0.0", "depth": 0, @@ -348,6 +380,18 @@ "depth": 0, "source": "builtin", "dependencies": { + "com.unity.modules.ui": "1.0.0", + "com.unity.modules.imgui": "1.0.0", + "com.unity.modules.jsonserialize": "1.0.0", + "com.unity.modules.uielementsnative": "1.0.0" + } + }, + "com.unity.modules.uielementsnative": { + "version": "1.0.0", + "depth": 1, + "source": "builtin", + "dependencies": { + "com.unity.modules.ui": "1.0.0", "com.unity.modules.imgui": "1.0.0", "com.unity.modules.jsonserialize": "1.0.0" } diff --git a/ProjectSettings/MemorySettings.asset b/ProjectSettings/MemorySettings.asset new file mode 100644 index 00000000..5b5facec --- /dev/null +++ b/ProjectSettings/MemorySettings.asset @@ -0,0 +1,35 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!387306366 &1 +MemorySettings: + m_ObjectHideFlags: 0 + m_EditorMemorySettings: + m_MainAllocatorBlockSize: -1 + m_ThreadAllocatorBlockSize: -1 + m_MainGfxBlockSize: -1 + m_ThreadGfxBlockSize: -1 + m_CacheBlockSize: -1 + m_TypetreeBlockSize: -1 + m_ProfilerBlockSize: -1 + m_ProfilerEditorBlockSize: -1 + m_BucketAllocatorGranularity: -1 + m_BucketAllocatorBucketsCount: -1 + m_BucketAllocatorBlockSize: -1 + m_BucketAllocatorBlockCount: -1 + m_ProfilerBucketAllocatorGranularity: -1 + m_ProfilerBucketAllocatorBucketsCount: -1 + m_ProfilerBucketAllocatorBlockSize: -1 + m_ProfilerBucketAllocatorBlockCount: -1 + m_TempAllocatorSizeMain: -1 + m_JobTempAllocatorBlockSize: -1 + m_BackgroundJobTempAllocatorBlockSize: -1 + m_JobTempAllocatorReducedBlockSize: -1 + m_TempAllocatorSizeGIBakingWorker: -1 + m_TempAllocatorSizeNavMeshWorker: -1 + m_TempAllocatorSizeAudioWorker: -1 + m_TempAllocatorSizeCloudWorker: -1 + m_TempAllocatorSizeGfx: -1 + m_TempAllocatorSizeJobWorker: -1 + m_TempAllocatorSizeBackgroundWorker: -1 + m_TempAllocatorSizePreloadManager: -1 + m_PlatformMemorySettings: {} diff --git a/ProjectSettings/Packages/com.unity.probuilder/Settings.json b/ProjectSettings/Packages/com.unity.probuilder/Settings.json index 2a61a09a..c9cc0bb2 100644 --- a/ProjectSettings/Packages/com.unity.probuilder/Settings.json +++ b/ProjectSettings/Packages/com.unity.probuilder/Settings.json @@ -21,12 +21,12 @@ { "type": "UnityEngine.ProBuilder.SemVer, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", "key": "about.identifier", - "value": "{\"m_Value\":{\"m_Major\":4,\"m_Minor\":4,\"m_Patch\":0,\"m_Build\":-1,\"m_Type\":\"\",\"m_Metadata\":\"\",\"m_Date\":\"\"}}" + "value": "{\"m_Value\":{\"m_Major\":5,\"m_Minor\":0,\"m_Patch\":3,\"m_Build\":-1,\"m_Type\":\"\",\"m_Metadata\":\"\",\"m_Date\":\"\"}}" }, { "type": "UnityEngine.ProBuilder.SemVer, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", "key": "preferences.version", - "value": "{\"m_Value\":{\"m_Major\":4,\"m_Minor\":4,\"m_Patch\":0,\"m_Build\":-1,\"m_Type\":\"\",\"m_Metadata\":\"\",\"m_Date\":\"\"}}" + "value": "{\"m_Value\":{\"m_Major\":5,\"m_Minor\":0,\"m_Patch\":3,\"m_Build\":-1,\"m_Type\":\"\",\"m_Metadata\":\"\",\"m_Date\":\"\"}}" }, { "type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089", @@ -98,6 +98,11 @@ "key": "meshImporter.smoothing", "value": "{\"m_Value\":true}" }, + { + "type": "System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089", + "key": "experimental.enabled", + "value": "{\"m_Value\":true}" + }, { "type": "UnityEngine.ProBuilder.SelectionModifierBehavior, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", "key": "editor.rectSelectModifier", @@ -129,7 +134,7 @@ "value": "{\"m_Value\":{\"instanceID\":0}}" }, { - "type": "UnityEditor.StaticEditorFlags, UnityEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", + "type": "UnityEditor.StaticEditorFlags, UnityEditor.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null", "key": "mesh.defaultStaticEditorFlags", "value": "{\"m_Value\":0}" }, diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index 36b6d31e..85355ecd 100644 --- a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -3,7 +3,7 @@ --- !u!129 &1 PlayerSettings: m_ObjectHideFlags: 0 - serializedVersion: 20 + serializedVersion: 23 productGUID: ae964f39714a39f4982cfd53fa64104b AndroidProfiler: 0 AndroidFilterTouchesWhenObscured: 0 @@ -49,6 +49,8 @@ PlayerSettings: m_StereoRenderingPath: 0 m_ActiveColorSpace: 1 m_MTRendering: 1 + mipStripping: 0 + numberOfMipsStripped: 0 m_StackTraceTypes: 010000000100000001000000010000000100000001000000 iosShowActivityIndicatorOnLoading: -1 androidShowActivityIndicatorOnLoading: -1 @@ -123,7 +125,9 @@ PlayerSettings: stadiaTargetFramerate: 0 vulkanNumSwapchainBuffers: 3 vulkanEnableSetSRGBWrite: 0 + vulkanEnablePreTransform: 0 vulkanEnableLateAcquireNextImage: 0 + vulkanEnableCommandBufferRecycling: 1 m_SupportedAspectRatios: 4:3: 1 5:4: 1 @@ -141,45 +145,26 @@ PlayerSettings: xboxOneDisableKinectGpuReservation: 1 xboxOneEnable7thCore: 1 vrSettings: - cardboard: - depthFormat: 0 - enableTransitionView: 0 - daydream: - depthFormat: 0 - useSustainedPerformanceMode: 0 - enableVideoLayer: 0 - useProtectedVideoMemory: 0 - minimumSupportedHeadTracking: 0 - maximumSupportedHeadTracking: 1 - hololens: - depthFormat: 1 - depthBufferSharingEnabled: 1 - lumin: - depthFormat: 0 - frameTiming: 2 - enableGLCache: 0 - glCacheMaxBlobSize: 524288 - glCacheMaxFileSize: 8388608 - oculus: - sharedDepthBuffer: 1 - dashSupport: 1 - lowOverheadMode: 0 - protectedContext: 0 - v2Signing: 1 enable360StereoCapture: 0 isWsaHolographicRemotingEnabled: 0 enableFrameTimingStats: 0 + enableOpenGLProfilerGPURecorders: 1 useHDRDisplay: 0 D3DHDRBitDepth: 0 m_ColorGamuts: 00000000 targetPixelDensity: 30 resolutionScalingMode: 0 + resetResolutionOnWindowResize: 0 androidSupportedAspectRatio: 1 androidMaxAspectRatio: 2.1 applicationIdentifier: {} - buildNumber: {} + buildNumber: + Standalone: 0 + iPhone: 0 + tvOS: 0 + overrideDefaultApplicationIdentifier: 0 AndroidBundleVersionCode: 1 - AndroidMinSdkVersion: 19 + AndroidMinSdkVersion: 22 AndroidTargetSdkVersion: 0 AndroidPreferredInstallLocation: 1 aotOptions: @@ -194,10 +179,10 @@ PlayerSettings: StripUnusedMeshComponents: 1 VertexChannelCompressionMask: 4054 iPhoneSdkVersion: 988 - iOSTargetOSVersionString: 10.0 + iOSTargetOSVersionString: 11.0 tvOSSdkVersion: 0 tvOSRequireExtendedGameController: 0 - tvOSTargetOSVersionString: 10.0 + tvOSTargetOSVersionString: 11.0 uIPrerenderedIcon: 0 uIRequiresPersistentWiFi: 0 uIRequiresFullScreen: 1 @@ -231,10 +216,11 @@ PlayerSettings: iOSLaunchScreeniPadFillPct: 100 iOSLaunchScreeniPadSize: 100 iOSLaunchScreeniPadCustomXibPath: - iOSUseLaunchScreenStoryboard: 0 iOSLaunchScreenCustomStoryboardPath: + iOSLaunchScreeniPadCustomStoryboardPath: iOSDeviceRequirements: [] iOSURLSchemes: [] + macOSURLSchemes: [] iOSBackgroundModes: 0 iOSMetalForceHardShadows: 0 metalEditorSupport: 1 @@ -250,9 +236,17 @@ PlayerSettings: iOSRequireARKit: 0 iOSAutomaticallyDetectAndAddCapabilities: 1 appleEnableProMotion: 0 + shaderPrecisionModel: 0 clonedFromGUID: c0afd0d1d80e3634a9dac47e8a0426ea templatePackageId: com.unity.template.3d@4.2.8 templateDefaultScene: Assets/Scenes/SampleScene.unity + useCustomMainManifest: 0 + useCustomLauncherManifest: 0 + useCustomMainGradleTemplate: 0 + useCustomLauncherGradleManifest: 0 + useCustomBaseGradleTemplate: 0 + useCustomGradlePropertiesTemplate: 0 + useCustomProguardFile: 0 AndroidTargetArchitectures: 1 AndroidTargetDevices: 0 AndroidSplashScreenScale: 0 @@ -272,6 +266,9 @@ PlayerSettings: banner: {fileID: 0} androidGamepadSupportLevel: 0 chromeosInputEmulation: 1 + AndroidMinifyWithR8: 0 + AndroidMinifyRelease: 0 + AndroidMinifyDebug: 0 AndroidValidateAppBundleSize: 1 AndroidAppBundleSizeToValidate: 150 m_BuildTargetIcons: [] @@ -327,13 +324,13 @@ PlayerSettings: m_BuildTargetGraphicsAPIs: - m_BuildTarget: AndroidPlayer m_APIs: 150000000b000000 - m_Automatic: 0 + m_Automatic: 1 - m_BuildTarget: iOSSupport m_APIs: 10000000 m_Automatic: 1 - m_BuildTarget: AppleTVSupport m_APIs: 10000000 - m_Automatic: 0 + m_Automatic: 1 - m_BuildTarget: WebGLSupport m_APIs: 0b000000 m_Automatic: 1 @@ -353,6 +350,8 @@ PlayerSettings: tvOS: 1 m_BuildTargetGroupLightmapEncodingQuality: [] m_BuildTargetGroupLightmapSettings: [] + m_BuildTargetNormalMapEncoding: [] + m_BuildTargetDefaultTextureCompressionFormat: [] playModeTestRunnerEnabled: 0 runPlayModeTestAsEditModeTest: 0 actionOnDotNetUnhandledException: 1 @@ -362,12 +361,16 @@ PlayerSettings: cameraUsageDescription: locationUsageDescription: microphoneUsageDescription: + bluetoothUsageDescription: + switchNMETAOverride: switchNetLibKey: switchSocketMemoryPoolSize: 6144 switchSocketAllocatorPoolSize: 128 switchSocketConcurrencyLimit: 14 switchScreenResolutionBehavior: 2 switchUseCPUProfiler: 0 + switchUseGOLDLinker: 0 + switchLTOSetting: 0 switchApplicationID: 0x01004b9000490000 switchNSODependencies: switchTitleNames_0: @@ -496,8 +499,11 @@ PlayerSettings: switchSocketInitializeEnabled: 1 switchNetworkInterfaceManagerInitializeEnabled: 1 switchPlayerConnectionEnabled: 1 + switchUseNewStyleFilepaths: 0 switchUseMicroSleepForYield: 1 + switchEnableRamDiskSupport: 0 switchMicroSleepForYieldTime: 25 + switchRamDiskSpaceSize: 12 ps4NPAgeRating: 12 ps4NPTitleSecret: ps4NPTrophyPackPath: @@ -573,31 +579,6 @@ PlayerSettings: ps4attribEyeToEyeDistanceSettingVR: 0 ps4IncludedModules: [] ps4attribVROutputEnabled: 0 - ps5ParamFilePath: - ps5VideoOutPixelFormat: 0 - ps5VideoOutInitialWidth: 1920 - ps5VideoOutOutputMode: 1 - ps5BackgroundImagePath: - ps5StartupImagePath: - ps5Pic2Path: - ps5StartupImagesFolder: - ps5IconImagesFolder: - ps5SaveDataImagePath: - ps5SdkOverride: - ps5BGMPath: - ps5ShareOverlayImagePath: - ps5NPConfigZipPath: - ps5Passcode: frAQBc8Wsa1xVPfvJcrgRYwTiizs2trQ - ps5UseResolutionFallback: 0 - ps5UseAudio3dBackend: 0 - ps5ScriptOptimizationLevel: 2 - ps5Audio3dVirtualSpeakerCount: 14 - ps5UpdateReferencePackage: - ps5disableAutoHideSplash: 0 - ps5OperatingSystemCanDisableSplashScreen: 0 - ps5IncludedModules: [] - ps5SharedBinaryContentLabels: [] - ps5SharedBinarySystemFolders: [] monoEnv: splashScreenBackgroundSourceLandscape: {fileID: 0} splashScreenBackgroundSourcePortrait: {fileID: 0} @@ -614,24 +595,27 @@ PlayerSettings: webGLAnalyzeBuildSize: 0 webGLUseEmbeddedResources: 0 webGLCompressionFormat: 1 + webGLWasmArithmeticExceptions: 0 webGLLinkerTarget: 1 webGLThreadsSupport: 0 - webGLWasmStreaming: 0 + webGLDecompressionFallback: 0 scriptingDefineSymbols: - 1: ODIN_INSPECTOR;ODIN_INSPECTOR_3;PROBUILDER_EXPERIMENTAL_FEATURES;UNITY_POST_PROCESSING_STACK_V2;CiDy - 4: PROBUILDER_EXPERIMENTAL_FEATURES;UNITY_POST_PROCESSING_STACK_V2 - 7: PROBUILDER_EXPERIMENTAL_FEATURES;UNITY_POST_PROCESSING_STACK_V2 - 13: PROBUILDER_EXPERIMENTAL_FEATURES;UNITY_POST_PROCESSING_STACK_V2 - 14: PROBUILDER_EXPERIMENTAL_FEATURES;UNITY_POST_PROCESSING_STACK_V2 - 19: PROBUILDER_EXPERIMENTAL_FEATURES;UNITY_POST_PROCESSING_STACK_V2 - 21: PROBUILDER_EXPERIMENTAL_FEATURES;UNITY_POST_PROCESSING_STACK_V2 - 25: PROBUILDER_EXPERIMENTAL_FEATURES;UNITY_POST_PROCESSING_STACK_V2 - 27: PROBUILDER_EXPERIMENTAL_FEATURES;UNITY_POST_PROCESSING_STACK_V2 - 28: PROBUILDER_EXPERIMENTAL_FEATURES;UNITY_POST_PROCESSING_STACK_V2 - 29: PROBUILDER_EXPERIMENTAL_FEATURES;UNITY_POST_PROCESSING_STACK_V2 - 30: PROBUILDER_EXPERIMENTAL_FEATURES;UNITY_POST_PROCESSING_STACK_V2 - 32: UNITY_POST_PROCESSING_STACK_V2 - 33: UNITY_POST_PROCESSING_STACK_V2 + Android: PROBUILDER_EXPERIMENTAL_FEATURES;UNITY_POST_PROCESSING_STACK_V2 + CloudRendering: PROBUILDER_EXPERIMENTAL_FEATURES;UNITY_POST_PROCESSING_STACK_V2 + EmbeddedLinux: UNITY_POST_PROCESSING_STACK_V2 + GameCoreXboxOne: UNITY_POST_PROCESSING_STACK_V2 + Lumin: PROBUILDER_EXPERIMENTAL_FEATURES;UNITY_POST_PROCESSING_STACK_V2 + Nintendo Switch: PROBUILDER_EXPERIMENTAL_FEATURES;UNITY_POST_PROCESSING_STACK_V2 + PS4: PROBUILDER_EXPERIMENTAL_FEATURES;UNITY_POST_PROCESSING_STACK_V2 + PS5: UNITY_POST_PROCESSING_STACK_V2 + Stadia: PROBUILDER_EXPERIMENTAL_FEATURES;UNITY_POST_PROCESSING_STACK_V2 + Standalone: ODIN_INSPECTOR;ODIN_INSPECTOR_3;PROBUILDER_EXPERIMENTAL_FEATURES;UNITY_POST_PROCESSING_STACK_V2;CiDy + WebGL: PROBUILDER_EXPERIMENTAL_FEATURES;UNITY_POST_PROCESSING_STACK_V2 + Windows Store Apps: PROBUILDER_EXPERIMENTAL_FEATURES;UNITY_POST_PROCESSING_STACK_V2 + XboxOne: PROBUILDER_EXPERIMENTAL_FEATURES;UNITY_POST_PROCESSING_STACK_V2 + iPhone: PROBUILDER_EXPERIMENTAL_FEATURES;UNITY_POST_PROCESSING_STACK_V2 + tvOS: PROBUILDER_EXPERIMENTAL_FEATURES;UNITY_POST_PROCESSING_STACK_V2 + additionalCompilerArguments: {} platformArchitecture: {} scriptingBackend: {} il2cppCompilerConfiguration: {} @@ -639,6 +623,8 @@ PlayerSettings: incrementalIl2cppBuild: {} suppressCommonWarnings: 1 allowUnsafeCode: 0 + useDeterministicCompilation: 1 + enableRoslynAnalyzers: 1 additionalIl2CppArgs: scriptingRuntimeVersion: 1 gcIncremental: 0 @@ -675,6 +661,7 @@ PlayerSettings: metroFTAName: metroFTAFileTypes: [] metroProtocolName: + vcxProjDefaultLanguage: XboxOneProductId: XboxOneUpdateKey: XboxOneSandboxId: @@ -702,10 +689,7 @@ PlayerSettings: XboxOneXTitleMemory: 8 XboxOneOverrideIdentityName: XboxOneOverrideIdentityPublisher: - vrEditorSettings: - daydream: - daydreamIconForeground: {fileID: 0} - 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Use the welcome script in the demo scene, rename the scene to welcome. --- .../08 Ink Story Telling/101 Actor Dialog.ink | 3 - .../101 Actor Dialog.ink.meta | 7 - .../101 Actor Dialog.json | 1 - .../101 Actor Dialog.json.meta | 7 - ...y => 101 Welcome to Ink Integration.unity} | 136 +++++++++++++++++- ...101 Welcome to Ink Integration.unity.meta} | 0 6 files changed, 135 insertions(+), 19 deletions(-) delete mode 100644 Assets/Wizards Code/Character AI/Scenes/08 Ink Story Telling/101 Actor Dialog.ink delete mode 100644 Assets/Wizards Code/Character AI/Scenes/08 Ink Story Telling/101 Actor Dialog.ink.meta delete mode 100644 Assets/Wizards Code/Character AI/Scenes/08 Ink Story Telling/101 Actor Dialog.json delete mode 100644 Assets/Wizards Code/Character AI/Scenes/08 Ink Story Telling/101 Actor Dialog.json.meta rename Assets/Wizards Code/Character AI/Scenes/08 Ink Story Telling/{101 Actor Dialog.unity => 101 Welcome to Ink Integration.unity} (93%) rename Assets/Wizards Code/Character 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Nothing to see here, yet. - --> END diff --git a/Assets/Wizards Code/Character AI/Scenes/08 Ink Story Telling/101 Actor Dialog.ink.meta b/Assets/Wizards Code/Character AI/Scenes/08 Ink Story Telling/101 Actor Dialog.ink.meta deleted file mode 100644 index 68dfaec4..00000000 --- a/Assets/Wizards Code/Character AI/Scenes/08 Ink Story Telling/101 Actor Dialog.ink.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 75939bafbd1b76e4c99aa277171c60ea -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Wizards Code/Character AI/Scenes/08 Ink Story Telling/101 Actor Dialog.json b/Assets/Wizards Code/Character AI/Scenes/08 Ink Story Telling/101 Actor Dialog.json deleted file mode 100644 index 5bf8f06b..00000000 --- a/Assets/Wizards Code/Character AI/Scenes/08 Ink Story Telling/101 Actor Dialog.json +++ /dev/null @@ -1 +0,0 @@ -{"inkVersion":20,"root":[["^This is the start of the story. 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{fileID: 4214129527280477394} m_Father: {fileID: 7081363809730650541} @@ -1216,6 +1246,7 @@ Transform: m_LocalRotation: {x: -0.00000018290748, y: 0.00000025019085, z: 0.59018934, w: 0.8072649} m_LocalPosition: {x: -0.44307178, y: -0.00000011197301, z: 0.00000008583067} m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 m_Children: - {fileID: 7556233877430040202} m_Father: {fileID: 2459224452110799346} diff --git a/Assets/Wizards Code/Character AI/Character/_Third Party Demos/Ink/Resources/Ink/Welcome to Ink Integration.ink b/Assets/Wizards Code/Character AI/Character/_Third Party Demos/Ink/Resources/Ink/Welcome to Ink Integration.ink index 86fecc95..60c5049a 100644 --- a/Assets/Wizards Code/Character AI/Character/_Third Party Demos/Ink/Resources/Ink/Welcome to Ink Integration.ink +++ b/Assets/Wizards Code/Character AI/Character/_Third Party Demos/Ink/Resources/Ink/Welcome to Ink Integration.ink @@ -10,16 +10,37 @@ What would you like to learn more about? == Top_Knot -* Talking with Actors -> Talking_To_Actors -* Directing Actors to take actions -> Actor_Direction -* Quit -> DONE - +* [Configuring Actors] -> Configuring_Actors +* [Talking with Actors] -> Talking_To_Actors +* [Directing Actors to take actions] -> Actor_Direction +* [Quit] -> DONE + +== Configuring_Actors + +Actors are standard AI characters. If you are not familiar with how to setup Wizartd AI Characters then you should probably go and learn about those before moving forwards. If, however, you know how to setup these characters then all you need to do is Add an `Ink Manager` component into your scene and reference any actors you want to control in Ink to the `Actors` field in the inspector. + +The name of your actor game object should be the same as the name you use in your ink file. + +-> Top_Knot + == Talking_To_Actors Dialog is provided to Actors via an Ink script. This is made available to the character system via an API. Using the data in the script the Character System can present appropriate lines of text in any way that fits the game, such as text on the screen, voice actor audio and graphics or text to speech. After each piece of dialog the player can be presented with a series of choices. +This dialog is not assigned to a specific actor and thus it is assumed that the narator is speaking. + +However, you could chat with the actor in this scene if you want to. To do this you need to mark up the script with an actors name in the format `ActorName: Dialog to speak`, where "Actorname" is the name of an `ActorController` in the scene. + + * [Having a Conversation] -> Conversation + * [Directing Actors to take actions] -> Actor_Direction + * [Quit] -> DONE + +== Conversation + +Actor: Hello, I'm the actor in this scene. + -> Top_Knot == Actor_Direction @@ -31,13 +52,13 @@ Actions are handled by direction in the narrative. An direction takes the follow `Keyword` is a keyword that tells the character system what direction this is. `[Paramameter1] [Paramameter2]` are 1, 2 or more parameters that the direction needs. What these parameters are varies with different Directions. See the documentation for each Direction to learn more. -* SetEmotion -> SetEmotion -* Cue -> Cue -* MoveTo -> MoveTo -* Camera -> Camera -* Action -> Action -* WaitFor -> WaitFor -* Home -> Top_Knot +* [SetEmotion] -> SetEmotion +* [Cue] -> Cue +* [MoveTo] -> MoveTo +* [Camera] -> Camera +* [Action] -> Action +* [WaitFor] -> WaitFor +* [Home] -> Top_Knot = Cue @@ -52,7 +73,7 @@ A `Cue` direction instructs the character system to load an `ActorCue` and promp Cues are `ActorCues` in the Character System and as such provide a way of defining a number of items in a single Scriptable Object (e.g. movement, sound, animation and more), or even a chain of actions. They afford a significant amount of control over how the actor interprets the direction from the script. An alternative approach is to use a direction that allows the actor more control over how they interpret the direction. For example, you can use the `MoveTo` direction instead of a `Cue` direction. * [Cue Joe - who will run onto set] -> Joes_Entrance_Cue -* Home -> Top_Knot +* [Home] -> Top_Knot = MoveTo @@ -65,14 +86,14 @@ The `MoveTo` direction tell an actor to move to a specific place in the environm `[MarkName]` Is the name of a mark in the scene. This is the name of any Game Object that can be reached by the actor. * [Have Joe move to Mark2] -> Joes_MoveTo -* Home -> Top_Knot +* [Home] -> Top_Knot = Joes_MoveTo >>> MoveTo: Joe, Mark2 If you previously cued Joe they will move from Mark1 to Mark2. If you haven't yet brought Joe into the scene with the `Cue` direction then hw will move directly from offset to Mark2. -* Home -> Top_Knot +* [Home] -> Top_Knot = Joes_Entrance_Cue >>> Cue: Joe, WalkToMark1 diff --git a/Assets/Wizards Code/Character AI/Character/_Third Party Demos/Ink/Resources/Ink/Welcome to Ink Integration.json b/Assets/Wizards Code/Character AI/Character/_Third Party Demos/Ink/Resources/Ink/Welcome to Ink Integration.json index 49b3dca1..20c3126a 100644 --- a/Assets/Wizards Code/Character AI/Character/_Third Party Demos/Ink/Resources/Ink/Welcome to Ink Integration.json +++ b/Assets/Wizards Code/Character AI/Character/_Third Party Demos/Ink/Resources/Ink/Welcome to Ink Integration.json @@ -1 +1 @@ -{"inkVersion":20,"root":[["^Welcome to the Wizards Code Character System: Ink Integration","\n","^The Character System helps game authors create Non Player Characters (Actors) in their game worlds. These characters can be interacted with or they can simply populate the world as background characters.","\n","^When interacting they will talk to the player and potentially carry out actions. Conversations are driven by Ink and open source scripting language for writing interactive narrative. In fact this text is an Ink narrative. As such you can navigate through it as if it were a choose your own adventure game.","\n","^What would you like to learn more about?","\n",{"->":"Top_Knot"},["done",{"#f":5,"#n":"g-0"}],null],"done",{"Top_Knot":[[["ev",{"^->":"Top_Knot.0.0.$r1"},{"temp=":"$r"},"str",{"->":".^.s"},[{"#n":"$r1"}],"/str","/ev",{"*":".^.^.c-0","flg":18},{"s":["^Talking with Actors ",{"->":"$r","var":true},null]}],["ev",{"^->":"Top_Knot.0.1.$r1"},{"temp=":"$r"},"str",{"->":".^.s"},[{"#n":"$r1"}],"/str","/ev",{"*":".^.^.c-1","flg":18},{"s":["^Directing Actors to take actions ",{"->":"$r","var":true},null]}],["ev",{"^->":"Top_Knot.0.2.$r1"},{"temp=":"$r"},"str",{"->":".^.s"},[{"#n":"$r1"}],"/str","/ev",{"*":".^.^.c-2","flg":18},{"s":["^Quit ",{"->":"$r","var":true},null]}],{"c-0":["ev",{"^->":"Top_Knot.0.c-0.$r2"},"/ev",{"temp=":"$r"},{"->":".^.^.0.s"},[{"#n":"$r2"}],{"->":"Talking_To_Actors"},"\n",{"#f":5}],"c-1":["ev",{"^->":"Top_Knot.0.c-1.$r2"},"/ev",{"temp=":"$r"},{"->":".^.^.1.s"},[{"#n":"$r2"}],{"->":"Actor_Direction"},"\n",{"#f":5}],"c-2":["ev",{"^->":"Top_Knot.0.c-2.$r2"},"/ev",{"temp=":"$r"},{"->":".^.^.2.s"},[{"#n":"$r2"}],"done","\n",{"#f":5}]}],{"#f":1}],"Talking_To_Actors":["^Dialog is provided to Actors via an Ink script. This is made available to the character system via an API. Using the data in the script the Character System can present appropriate lines of text in any way that fits the game, such as text on the screen, voice actor audio and graphics or text to speech.","\n","^After each piece of dialog the player can be presented with a series of choices.","\n",{"->":"Top_Knot"},{"#f":1}],"Actor_Direction":[["^Actions are handled by direction in the narrative. An direction takes the following form:","\n","^`>>> Keyword: [Parameter1], [Parameter2]`","\n","^`Keyword` is a keyword that tells the character system what direction this is.","\n","^`[Paramameter1] [Paramameter2]` are 1, 2 or more parameters that the direction needs. What these parameters are varies with different Directions. See the documentation for each Direction to learn more.","\n",["ev",{"^->":"Actor_Direction.0.8.$r1"},{"temp=":"$r"},"str",{"->":".^.s"},[{"#n":"$r1"}],"/str","/ev",{"*":".^.^.c-0","flg":18},{"s":["^SetEmotion ",{"->":"$r","var":true},null]}],["ev",{"^->":"Actor_Direction.0.9.$r1"},{"temp=":"$r"},"str",{"->":".^.s"},[{"#n":"$r1"}],"/str","/ev",{"*":".^.^.c-1","flg":18},{"s":["^Cue ",{"->":"$r","var":true},null]}],["ev",{"^->":"Actor_Direction.0.10.$r1"},{"temp=":"$r"},"str",{"->":".^.s"},[{"#n":"$r1"}],"/str","/ev",{"*":".^.^.c-2","flg":18},{"s":["^MoveTo ",{"->":"$r","var":true},null]}],["ev",{"^->":"Actor_Direction.0.11.$r1"},{"temp=":"$r"},"str",{"->":".^.s"},[{"#n":"$r1"}],"/str","/ev",{"*":".^.^.c-3","flg":18},{"s":["^Camera ",{"->":"$r","var":true},null]}],["ev",{"^->":"Actor_Direction.0.12.$r1"},{"temp=":"$r"},"str",{"->":".^.s"},[{"#n":"$r1"}],"/str","/ev",{"*":".^.^.c-4","flg":18},{"s":["^Action ",{"->":"$r","var":true},null]}],["ev",{"^->":"Actor_Direction.0.13.$r1"},{"temp=":"$r"},"str",{"->":".^.s"},[{"#n":"$r1"}],"/str","/ev",{"*":".^.^.c-5","flg":18},{"s":["^WaitFor ",{"->":"$r","var":true},null]}],["ev",{"^->":"Actor_Direction.0.14.$r1"},{"temp=":"$r"},"str",{"->":".^.s"},[{"#n":"$r1"}],"/str","/ev",{"*":".^.^.c-6","flg":18},{"s":["^Home ",{"->":"$r","var":true},null]}],{"c-0":["ev",{"^->":"Actor_Direction.0.c-0.$r2"},"/ev",{"temp=":"$r"},{"->":".^.^.8.s"},[{"#n":"$r2"}],{"->":".^.^.^.SetEmotion"},"\n",{"#f":5}],"c-1":["ev",{"^->":"Actor_Direction.0.c-1.$r2"},"/ev",{"temp=":"$r"},{"->":".^.^.9.s"},[{"#n":"$r2"}],{"->":".^.^.^.Cue"},"\n",{"#f":5}],"c-2":["ev",{"^->":"Actor_Direction.0.c-2.$r2"},"/ev",{"temp=":"$r"},{"->":".^.^.10.s"},[{"#n":"$r2"}],{"->":".^.^.^.MoveTo"},"\n",{"#f":5}],"c-3":["ev",{"^->":"Actor_Direction.0.c-3.$r2"},"/ev",{"temp=":"$r"},{"->":".^.^.11.s"},[{"#n":"$r2"}],{"->":".^.^.^.Camera"},"\n",{"#f":5}],"c-4":["ev",{"^->":"Actor_Direction.0.c-4.$r2"},"/ev",{"temp=":"$r"},{"->":".^.^.12.s"},[{"#n":"$r2"}],{"->":".^.^.^.Action"},"\n",{"#f":5}],"c-5":["ev",{"^->":"Actor_Direction.0.c-5.$r2"},"/ev",{"temp=":"$r"},{"->":".^.^.13.s"},[{"#n":"$r2"}],{"->":".^.^.^.WaitFor"},"\n",{"#f":5}],"c-6":["ev",{"^->":"Actor_Direction.0.c-6.$r2"},"/ev",{"temp=":"$r"},{"->":".^.^.14.s"},[{"#n":"$r2"}],{"->":"Top_Knot"},"\n",{"#f":5}]}],{"Cue":[["^A `Cue` direction instructs the character system to load an `ActorCue` and prompt an actor with it. This reuses the `ActorCue` system from with the Character System.","\n","^`>>> Cue: [ActorName], [CueName]`","\n","^`Cue` is a keyword that tells the character system that it should cue an actor","\n","^`[ActorName]` must be replaced by the name of the actor that will recieve the Cue. The actor must be known to the `InkManager`","\n","^`[CueName]` must be replaced by the name of the Cue that the actor should carry out. The cue must be known to the Ink manager in the current scene.","\n","^Cues are `ActorCues` in the Character System and as such provide a way of defining a number of items in a single Scriptable Object (e.g. movement, sound, animation and more), or even a chain of actions. They afford a significant amount of control over how the actor interprets the direction from the script. An alternative approach is to use a direction that allows the actor more control over how they interpret the direction. For example, you can use the `MoveTo` direction instead of a `Cue` direction.","\n","ev","str","^Cue Joe - who will run onto set","/str","/ev",{"*":".^.c-0","flg":20},["ev",{"^->":"Actor_Direction.Cue.0.18.$r1"},{"temp=":"$r"},"str",{"->":".^.s"},[{"#n":"$r1"}],"/str","/ev",{"*":".^.^.c-1","flg":18},{"s":["^Home ",{"->":"$r","var":true},null]}],{"c-0":["^ ",{"->":".^.^.^.^.Joes_Entrance_Cue"},"\n",{"#f":5}],"c-1":["ev",{"^->":"Actor_Direction.Cue.0.c-1.$r2"},"/ev",{"temp=":"$r"},{"->":".^.^.18.s"},[{"#n":"$r2"}],{"->":"Top_Knot"},"\n",{"#f":5}]}],{"#f":1}],"MoveTo":[["^The `MoveTo` direction tell an actor to move to a specific place in the environment. How the character gets there is managed by the character itself. The `MoveTo` direction takes the following form:","\n","^`>>> MoveTo: [ActorName], [MarkName]","\n","^`MoveTo` is a keyword that tells the character system that it should tell an actor to move","\n","^`[ActorName]` must be replaced by the name of the actor that will recieve the Direction. The actor must be known to the `InkManager`","\n","^`[MarkName]` Is the name of a mark in the scene. This is the name of any Game Object that can be reached by the actor.","\n","ev","str","^Have Joe move to Mark2","/str","/ev",{"*":".^.c-0","flg":20},["ev",{"^->":"Actor_Direction.MoveTo.0.16.$r1"},{"temp=":"$r"},"str",{"->":".^.s"},[{"#n":"$r1"}],"/str","/ev",{"*":".^.^.c-1","flg":18},{"s":["^Home ",{"->":"$r","var":true},null]}],{"c-0":["^ ",{"->":".^.^.^.^.Joes_MoveTo"},"\n",{"#f":5}],"c-1":["ev",{"^->":"Actor_Direction.MoveTo.0.c-1.$r2"},"/ev",{"temp=":"$r"},{"->":".^.^.16.s"},[{"#n":"$r2"}],{"->":"Top_Knot"},"\n",{"#f":5}]}],{"#f":1}],"Joes_MoveTo":[["^>>> MoveTo: Joe, Mark2","\n","^If you previously cued Joe they will move from Mark1 to Mark2. If you haven't yet brought Joe into the scene with the `Cue` direction then hw will move directly from offset to Mark2.","\n",["ev",{"^->":"Actor_Direction.Joes_MoveTo.0.4.$r1"},{"temp=":"$r"},"str",{"->":".^.s"},[{"#n":"$r1"}],"/str","/ev",{"*":".^.^.c-0","flg":18},{"s":["^Home ",{"->":"$r","var":true},null]}],{"c-0":["ev",{"^->":"Actor_Direction.Joes_MoveTo.0.c-0.$r2"},"/ev",{"temp=":"$r"},{"->":".^.^.4.s"},[{"#n":"$r2"}],{"->":"Top_Knot"},"\n",{"#f":5}]}],{"#f":1}],"Joes_Entrance_Cue":["^>>> Cue: Joe, WalkToMark1","\n","^The Ink manager has cued Joe to enter the scene and move to Mark 1 which is an invisible game object in the scene. The Actor Controller on the Joe actor model will instruct the AI to move Joe to that mark. You will see him walk onto set any moment now.","\n",{"->":"Top_Knot"},{"#f":1}],"SetEmotion":["^The `SetEmotion` direction will set the value of an emotion being tracked on a character. The emotional values are used to influence how an Actor carries out other directions. For example, if Fear is high and the character is not in combat then they may crouch when moving in order to avoid being seen by whatever they are scared of.","\n","^The SetEmotion direction takes the following form:","\n","^>>> SetEmotion: [ActorName], [EmotionName], [Float]","\n",{"->":"Top_Knot"},{"#f":1}],"Camera":["^`>>> Camera: [CameraName], [ObjectParent], [ChildObjectName optional]`","\n","^Switch to the named camera and set the camera Follow and LookAt parameters to the ChildObjectName found under the ObjectParent. If ChildObjectName is not present then the Object Parent is used. If the `ObjectParent` is not present then no change to the Target parameter of the camera will be made.","\n",{"->":"Top_Knot"},{"#f":1}],"AnimationParam":["^Set animator parameter on a given actor to a given value. If the parameter is a trigger then there will be no value.","\n","^`>>> AnimationParam: [ActorName] [ParameterName] [Value]`","\n",{"->":"Top_Knot"},{"#f":1}],"WaitFor":["^Wait for a given state to occur.","\n","^`>>> WaitFor: [Actor], ReachedTarget` Wait for the actor to reach its current destingation before proceeding.","\n","^`>>> WaitFor: [Seconds]` Wait for the indicated number of seconds (expressed as a float) to pass.","\n",{"->":"Top_Knot"},{"#f":1}],"Action":["^Fire a behaviour on the actor with the name and an optional interactable the behaviour will be carried out with.","\n","^`>>> Action: [ActorName], [BehaviourName], [InteractableName]","\n",{"->":"Top_Knot"},{"#f":1}],"#f":1}],"#f":1}],"listDefs":{}} \ No newline at end of file +{"inkVersion":20,"root":[["^Welcome to the Wizards Code Character System: Ink Integration","\n","^The Character System helps game authors create Non Player Characters (Actors) in their game worlds. These characters can be interacted with or they can simply populate the world as background characters.","\n","^When interacting they will talk to the player and potentially carry out actions. Conversations are driven by Ink and open source scripting language for writing interactive narrative. In fact this text is an Ink narrative. As such you can navigate through it as if it were a choose your own adventure game.","\n","^What would you like to learn more about?","\n",{"->":"Top_Knot"},["done",{"#f":5,"#n":"g-0"}],null],"done",{"Top_Knot":[["ev","str","^Configuring Actors","/str","/ev",{"*":".^.c-0","flg":20},"ev","str","^Talking with Actors","/str","/ev",{"*":".^.c-1","flg":20},"ev","str","^Directing Actors to take actions","/str","/ev",{"*":".^.c-2","flg":20},"ev","str","^Quit","/str","/ev",{"*":".^.c-3","flg":20},{"c-0":["^ ",{"->":"Configuring_Actors"},"\n",{"#f":5}],"c-1":["^ ",{"->":"Talking_To_Actors"},"\n",{"#f":5}],"c-2":["^ ",{"->":"Actor_Direction"},"\n",{"#f":5}],"c-3":["^ ","done","\n",{"#f":5}]}],{"#f":1}],"Configuring_Actors":["^Actors are standard AI characters. If you are not familiar with how to setup Wizartd AI Characters then you should probably go and learn about those before moving forwards. If, however, you know how to setup these characters then all you need to do is Add an `Ink Manager` component into your scene and reference any actors you want to control in Ink to the `Actors` field in the inspector.","\n","^The name of your actor game object should be the same as the name you use in your ink file.","\n",{"->":"Top_Knot"},{"#f":1}],"Talking_To_Actors":[["^Dialog is provided to Actors via an Ink script. This is made available to the character system via an API. Using the data in the script the Character System can present appropriate lines of text in any way that fits the game, such as text on the screen, voice actor audio and graphics or text to speech.","\n","^After each piece of dialog the player can be presented with a series of choices.","\n","^This dialog is not assigned to a specific actor and thus it is assumed that the narator is speaking.","\n","^However, you could chat with the actor in this scene if you want to. To do this you need to mark up the script with an actors name in the format `ActorName: Dialog to speak`, where \"Actorname\" is the name of an `ActorController` in the scene.","\n","ev","str","^Having a Conversation","/str","/ev",{"*":".^.c-0","flg":20},"ev","str","^Directing Actors to take actions","/str","/ev",{"*":".^.c-1","flg":20},"ev","str","^Quit","/str","/ev",{"*":".^.c-2","flg":20},{"c-0":["^ ",{"->":"Conversation"},"\n",{"#f":5}],"c-1":["^ ",{"->":"Actor_Direction"},"\n",{"#f":5}],"c-2":["^ ","done","\n",{"#f":5}]}],{"#f":1}],"Conversation":["^Actor: Hello, I'm the actor in this scene.","\n",{"->":"Top_Knot"},{"#f":1}],"Actor_Direction":[["^Actions are handled by direction in the narrative. An direction takes the following form:","\n","^`>>> Keyword: [Parameter1], [Parameter2]`","\n","^`Keyword` is a keyword that tells the character system what direction this is.","\n","^`[Paramameter1] [Paramameter2]` are 1, 2 or more parameters that the direction needs. What these parameters are varies with different Directions. See the documentation for each Direction to learn more.","\n","ev","str","^SetEmotion","/str","/ev",{"*":".^.c-0","flg":20},"ev","str","^Cue","/str","/ev",{"*":".^.c-1","flg":20},"ev","str","^MoveTo","/str","/ev",{"*":".^.c-2","flg":20},"ev","str","^Camera","/str","/ev",{"*":".^.c-3","flg":20},"ev","str","^Action","/str","/ev",{"*":".^.c-4","flg":20},"ev","str","^WaitFor","/str","/ev",{"*":".^.c-5","flg":20},"ev","str","^Home","/str","/ev",{"*":".^.c-6","flg":20},{"c-0":["^ ",{"->":".^.^.^.SetEmotion"},"\n",{"#f":5}],"c-1":["^ ",{"->":".^.^.^.Cue"},"\n",{"#f":5}],"c-2":["^ ",{"->":".^.^.^.MoveTo"},"\n",{"#f":5}],"c-3":["^ ",{"->":".^.^.^.Camera"},"\n",{"#f":5}],"c-4":["^ ",{"->":".^.^.^.Action"},"\n",{"#f":5}],"c-5":["^ ",{"->":".^.^.^.WaitFor"},"\n",{"#f":5}],"c-6":["^ ",{"->":"Top_Knot"},"\n",{"#f":5}]}],{"Cue":[["^A `Cue` direction instructs the character system to load an `ActorCue` and prompt an actor with it. This reuses the `ActorCue` system from with the Character System.","\n","^`>>> Cue: [ActorName], [CueName]`","\n","^`Cue` is a keyword that tells the character system that it should cue an actor","\n","^`[ActorName]` must be replaced by the name of the actor that will recieve the Cue. The actor must be known to the `InkManager`","\n","^`[CueName]` must be replaced by the name of the Cue that the actor should carry out. The cue must be known to the Ink manager in the current scene.","\n","^Cues are `ActorCues` in the Character System and as such provide a way of defining a number of items in a single Scriptable Object (e.g. movement, sound, animation and more), or even a chain of actions. They afford a significant amount of control over how the actor interprets the direction from the script. An alternative approach is to use a direction that allows the actor more control over how they interpret the direction. For example, you can use the `MoveTo` direction instead of a `Cue` direction.","\n","ev","str","^Cue Joe - who will run onto set","/str","/ev",{"*":".^.c-0","flg":20},"ev","str","^Home","/str","/ev",{"*":".^.c-1","flg":20},{"c-0":["^ ",{"->":".^.^.^.^.Joes_Entrance_Cue"},"\n",{"#f":5}],"c-1":["^ ",{"->":"Top_Knot"},"\n",{"#f":5}]}],{"#f":1}],"MoveTo":[["^The `MoveTo` direction tell an actor to move to a specific place in the environment. How the character gets there is managed by the character itself. The `MoveTo` direction takes the following form:","\n","^`>>> MoveTo: [ActorName], [MarkName]","\n","^`MoveTo` is a keyword that tells the character system that it should tell an actor to move","\n","^`[ActorName]` must be replaced by the name of the actor that will recieve the Direction. The actor must be known to the `InkManager`","\n","^`[MarkName]` Is the name of a mark in the scene. This is the name of any Game Object that can be reached by the actor.","\n","ev","str","^Have Joe move to Mark2","/str","/ev",{"*":".^.c-0","flg":20},"ev","str","^Home","/str","/ev",{"*":".^.c-1","flg":20},{"c-0":["^ ",{"->":".^.^.^.^.Joes_MoveTo"},"\n",{"#f":5}],"c-1":["^ ",{"->":"Top_Knot"},"\n",{"#f":5}]}],{"#f":1}],"Joes_MoveTo":[["^>>> MoveTo: Joe, Mark2","\n","^If you previously cued Joe they will move from Mark1 to Mark2. If you haven't yet brought Joe into the scene with the `Cue` direction then hw will move directly from offset to Mark2.","\n","ev","str","^Home","/str","/ev",{"*":".^.c-0","flg":20},{"c-0":["^ ",{"->":"Top_Knot"},"\n",{"#f":5}]}],{"#f":1}],"Joes_Entrance_Cue":["^>>> Cue: Joe, WalkToMark1","\n","^The Ink manager has cued Joe to enter the scene and move to Mark 1 which is an invisible game object in the scene. The Actor Controller on the Joe actor model will instruct the AI to move Joe to that mark. You will see him walk onto set any moment now.","\n",{"->":"Top_Knot"},{"#f":1}],"SetEmotion":["^The `SetEmotion` direction will set the value of an emotion being tracked on a character. The emotional values are used to influence how an Actor carries out other directions. For example, if Fear is high and the character is not in combat then they may crouch when moving in order to avoid being seen by whatever they are scared of.","\n","^The SetEmotion direction takes the following form:","\n","^>>> SetEmotion: [ActorName], [EmotionName], [Float]","\n",{"->":"Top_Knot"},{"#f":1}],"Camera":["^`>>> Camera: [CameraName], [ObjectParent], [ChildObjectName optional]`","\n","^Switch to the named camera and set the camera Follow and LookAt parameters to the ChildObjectName found under the ObjectParent. If ChildObjectName is not present then the Object Parent is used. If the `ObjectParent` is not present then no change to the Target parameter of the camera will be made.","\n",{"->":"Top_Knot"},{"#f":1}],"AnimationParam":["^Set animator parameter on a given actor to a given value. 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No problem. The steps are simple: + +-> Top_Knot + += Top_Knot + +* [How should I set up the scene?] -> Configure_Scene +* [What does the Ink file look like?] -> Ink_File +* [Is that it?] -> Play_Scene + += Configure_Scene + +Actor: Your scene must have at least one Wizard Character within it. It's outside the scope of this part of the tutorials to show you how. If you don't know how to do this then go check that out first. + +Actor: You will also need to add an `InkManage` component and a UI for displaying the dialog. There is an `Ink Manager` prefab in the integration package that will allow you to quickly add a functioning setup to your scene. Or just copy this scene to get started. + +-> Top_Knot + += Ink_File + +Actor: The ink file you use is a standard Ink file. Any text you have in that file will display on the speech interface. If you want a specific character to speak the words then add `CharacterName:` before the text they will speak. + +Actor: The `CharacterName` needs to be the same as the name given to the character game object in your scene. + +Actor: When you have created your Ink file ensure that it is configured in your `InkManager`. + +-> Top_Knot + += Play_Scene + +Actor: That's it, just hit play. + +-> END \ No newline at end of file diff --git a/Assets/Wizards Code/Character AI/Character/_Third Party Demos/Ink/Resources/Ink/Conversing With Actors.ink.meta b/Assets/Wizards Code/Character AI/Character/_Third Party Demos/Ink/Resources/Ink/Conversing With Actors.ink.meta new file mode 100644 index 00000000..093ba9d8 --- /dev/null +++ b/Assets/Wizards Code/Character AI/Character/_Third Party Demos/Ink/Resources/Ink/Conversing With Actors.ink.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 80f1cd2b6133306498b410231018a1ae +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Wizards Code/Character AI/Character/_Third Party Demos/Ink/Resources/Ink/Conversing With Actors.json b/Assets/Wizards Code/Character AI/Character/_Third Party Demos/Ink/Resources/Ink/Conversing With Actors.json new file mode 100644 index 00000000..67116bde --- /dev/null +++ b/Assets/Wizards Code/Character AI/Character/_Third Party Demos/Ink/Resources/Ink/Conversing With Actors.json @@ -0,0 +1 @@ +{"inkVersion":20,"root":[["^So you want to use Ink to drive dialog with your actors. No problem. The steps are simple:","\n",{"->":"Top_Knot"},["done",{"#f":5,"#n":"g-0"}],null],"done",{"Top_Knot":[["ev","str","^How should I set up the scene?","/str","/ev",{"*":".^.c-0","flg":20},"ev","str","^What does the Ink file look like?","/str","/ev",{"*":".^.c-1","flg":20},"ev","str","^Is that it?","/str","/ev",{"*":".^.c-2","flg":20},{"c-0":["^ ",{"->":"Configure_Scene"},"\n",{"#f":5}],"c-1":["^ ",{"->":"Ink_File"},"\n",{"#f":5}],"c-2":["^ ",{"->":"Play_Scene"},"\n",{"#f":5}]}],{"#f":1}],"Configure_Scene":["^Actor: Your scene must have at least one Wizard Character within it. It's outside the scope of this part of the tutorials to show you how. If you don't know how to do this then go check that out first.","\n","^Actor: You will also need to add an `InkManage` component and a UI for displaying the dialog. There is an `Ink Manager` prefab in the integration package that will allow you to quickly add a functioning setup to your scene. Or just copy this scene to get started.","\n",{"->":"Top_Knot"},{"#f":1}],"Ink_File":["^Actor: The ink file you use is a standard Ink file. Any text you have in that file will display on the speech interface. If you want a specific character to speak the words then add `CharacterName:` before the text they will speak.","\n","^Actor: The `CharacterName` needs to be the same as the name given to the character game object in your scene.","\n","^Actor: When you have created your Ink file ensure that it is configured in your `InkManager`.","\n",{"->":"Top_Knot"},{"#f":1}],"Play_Scene":["^Actor: That's it, just hit play.","\n","end",{"#f":1}],"#f":1}],"listDefs":{}} \ No newline at end of file diff --git a/Assets/Wizards Code/Character AI/Character/_Third Party Demos/Ink/Resources/Ink/Conversing With Actors.json.meta b/Assets/Wizards Code/Character AI/Character/_Third Party Demos/Ink/Resources/Ink/Conversing With Actors.json.meta new file mode 100644 index 00000000..50961944 --- /dev/null +++ b/Assets/Wizards Code/Character AI/Character/_Third Party Demos/Ink/Resources/Ink/Conversing With Actors.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: cfdbe423fab549545b841beeeaa41e81 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Wizards Code/Character AI/Character/_Third Party Demos/Ink/Resources/Ink/Welcome to Ink Integration.ink b/Assets/Wizards Code/Character AI/Character/_Third Party Demos/Ink/Resources/Ink/Welcome to Ink Integration.ink index 60c5049a..d9839d44 100644 --- a/Assets/Wizards Code/Character AI/Character/_Third Party Demos/Ink/Resources/Ink/Welcome to Ink Integration.ink +++ b/Assets/Wizards Code/Character AI/Character/_Third Party Demos/Ink/Resources/Ink/Welcome to Ink Integration.ink @@ -40,8 +40,13 @@ However, you could chat with the actor in this scene if you want to. To do this == Conversation Actor: Hello, I'm the actor in this scene. - --> Top_Knot + + * [How are you today?] + I'm doing pretty well, all the better for having someone to talk to. + -> Top_Knot + * [Why are you here?] + Well someone has to handg around to show you how to make actors converse with the player, right? + -> Top_Knot == Actor_Direction diff --git a/Assets/Wizards Code/Character AI/Character/_Third Party Demos/Ink/Resources/Ink/Welcome to Ink Integration.json b/Assets/Wizards Code/Character AI/Character/_Third Party Demos/Ink/Resources/Ink/Welcome to Ink Integration.json index 20c3126a..0778f73b 100644 --- a/Assets/Wizards Code/Character AI/Character/_Third Party Demos/Ink/Resources/Ink/Welcome to Ink Integration.json +++ b/Assets/Wizards Code/Character AI/Character/_Third Party Demos/Ink/Resources/Ink/Welcome to Ink Integration.json @@ -1 +1 @@ -{"inkVersion":20,"root":[["^Welcome to the Wizards Code Character System: Ink Integration","\n","^The Character System helps game authors create Non Player Characters (Actors) in their game worlds. These characters can be interacted with or they can simply populate the world as background characters.","\n","^When interacting they will talk to the player and potentially carry out actions. Conversations are driven by Ink and open source scripting language for writing interactive narrative. In fact this text is an Ink narrative. As such you can navigate through it as if it were a choose your own adventure game.","\n","^What would you like to learn more about?","\n",{"->":"Top_Knot"},["done",{"#f":5,"#n":"g-0"}],null],"done",{"Top_Knot":[["ev","str","^Configuring Actors","/str","/ev",{"*":".^.c-0","flg":20},"ev","str","^Talking with Actors","/str","/ev",{"*":".^.c-1","flg":20},"ev","str","^Directing Actors to take actions","/str","/ev",{"*":".^.c-2","flg":20},"ev","str","^Quit","/str","/ev",{"*":".^.c-3","flg":20},{"c-0":["^ ",{"->":"Configuring_Actors"},"\n",{"#f":5}],"c-1":["^ ",{"->":"Talking_To_Actors"},"\n",{"#f":5}],"c-2":["^ ",{"->":"Actor_Direction"},"\n",{"#f":5}],"c-3":["^ ","done","\n",{"#f":5}]}],{"#f":1}],"Configuring_Actors":["^Actors are standard AI characters. If you are not familiar with how to setup Wizartd AI Characters then you should probably go and learn about those before moving forwards. If, however, you know how to setup these characters then all you need to do is Add an `Ink Manager` component into your scene and reference any actors you want to control in Ink to the `Actors` field in the inspector.","\n","^The name of your actor game object should be the same as the name you use in your ink file.","\n",{"->":"Top_Knot"},{"#f":1}],"Talking_To_Actors":[["^Dialog is provided to Actors via an Ink script. This is made available to the character system via an API. Using the data in the script the Character System can present appropriate lines of text in any way that fits the game, such as text on the screen, voice actor audio and graphics or text to speech.","\n","^After each piece of dialog the player can be presented with a series of choices.","\n","^This dialog is not assigned to a specific actor and thus it is assumed that the narator is speaking.","\n","^However, you could chat with the actor in this scene if you want to. To do this you need to mark up the script with an actors name in the format `ActorName: Dialog to speak`, where \"Actorname\" is the name of an `ActorController` in the scene.","\n","ev","str","^Having a Conversation","/str","/ev",{"*":".^.c-0","flg":20},"ev","str","^Directing Actors to take actions","/str","/ev",{"*":".^.c-1","flg":20},"ev","str","^Quit","/str","/ev",{"*":".^.c-2","flg":20},{"c-0":["^ ",{"->":"Conversation"},"\n",{"#f":5}],"c-1":["^ ",{"->":"Actor_Direction"},"\n",{"#f":5}],"c-2":["^ ","done","\n",{"#f":5}]}],{"#f":1}],"Conversation":["^Actor: Hello, I'm the actor in this scene.","\n",{"->":"Top_Knot"},{"#f":1}],"Actor_Direction":[["^Actions are handled by direction in the narrative. An direction takes the following form:","\n","^`>>> Keyword: [Parameter1], [Parameter2]`","\n","^`Keyword` is a keyword that tells the character system what direction this is.","\n","^`[Paramameter1] [Paramameter2]` are 1, 2 or more parameters that the direction needs. What these parameters are varies with different Directions. See the documentation for each Direction to learn more.","\n","ev","str","^SetEmotion","/str","/ev",{"*":".^.c-0","flg":20},"ev","str","^Cue","/str","/ev",{"*":".^.c-1","flg":20},"ev","str","^MoveTo","/str","/ev",{"*":".^.c-2","flg":20},"ev","str","^Camera","/str","/ev",{"*":".^.c-3","flg":20},"ev","str","^Action","/str","/ev",{"*":".^.c-4","flg":20},"ev","str","^WaitFor","/str","/ev",{"*":".^.c-5","flg":20},"ev","str","^Home","/str","/ev",{"*":".^.c-6","flg":20},{"c-0":["^ ",{"->":".^.^.^.SetEmotion"},"\n",{"#f":5}],"c-1":["^ ",{"->":".^.^.^.Cue"},"\n",{"#f":5}],"c-2":["^ ",{"->":".^.^.^.MoveTo"},"\n",{"#f":5}],"c-3":["^ ",{"->":".^.^.^.Camera"},"\n",{"#f":5}],"c-4":["^ ",{"->":".^.^.^.Action"},"\n",{"#f":5}],"c-5":["^ ",{"->":".^.^.^.WaitFor"},"\n",{"#f":5}],"c-6":["^ ",{"->":"Top_Knot"},"\n",{"#f":5}]}],{"Cue":[["^A `Cue` direction instructs the character system to load an `ActorCue` and prompt an actor with it. This reuses the `ActorCue` system from with the Character System.","\n","^`>>> Cue: [ActorName], [CueName]`","\n","^`Cue` is a keyword that tells the character system that it should cue an actor","\n","^`[ActorName]` must be replaced by the name of the actor that will recieve the Cue. The actor must be known to the `InkManager`","\n","^`[CueName]` must be replaced by the name of the Cue that the actor should carry out. The cue must be known to the Ink manager in the current scene.","\n","^Cues are `ActorCues` in the Character System and as such provide a way of defining a number of items in a single Scriptable Object (e.g. movement, sound, animation and more), or even a chain of actions. They afford a significant amount of control over how the actor interprets the direction from the script. An alternative approach is to use a direction that allows the actor more control over how they interpret the direction. For example, you can use the `MoveTo` direction instead of a `Cue` direction.","\n","ev","str","^Cue Joe - who will run onto set","/str","/ev",{"*":".^.c-0","flg":20},"ev","str","^Home","/str","/ev",{"*":".^.c-1","flg":20},{"c-0":["^ ",{"->":".^.^.^.^.Joes_Entrance_Cue"},"\n",{"#f":5}],"c-1":["^ ",{"->":"Top_Knot"},"\n",{"#f":5}]}],{"#f":1}],"MoveTo":[["^The `MoveTo` direction tell an actor to move to a specific place in the environment. How the character gets there is managed by the character itself. The `MoveTo` direction takes the following form:","\n","^`>>> MoveTo: [ActorName], [MarkName]","\n","^`MoveTo` is a keyword that tells the character system that it should tell an actor to move","\n","^`[ActorName]` must be replaced by the name of the actor that will recieve the Direction. The actor must be known to the `InkManager`","\n","^`[MarkName]` Is the name of a mark in the scene. This is the name of any Game Object that can be reached by the actor.","\n","ev","str","^Have Joe move to Mark2","/str","/ev",{"*":".^.c-0","flg":20},"ev","str","^Home","/str","/ev",{"*":".^.c-1","flg":20},{"c-0":["^ ",{"->":".^.^.^.^.Joes_MoveTo"},"\n",{"#f":5}],"c-1":["^ ",{"->":"Top_Knot"},"\n",{"#f":5}]}],{"#f":1}],"Joes_MoveTo":[["^>>> MoveTo: Joe, Mark2","\n","^If you previously cued Joe they will move from Mark1 to Mark2. If you haven't yet brought Joe into the scene with the `Cue` direction then hw will move directly from offset to Mark2.","\n","ev","str","^Home","/str","/ev",{"*":".^.c-0","flg":20},{"c-0":["^ ",{"->":"Top_Knot"},"\n",{"#f":5}]}],{"#f":1}],"Joes_Entrance_Cue":["^>>> Cue: Joe, WalkToMark1","\n","^The Ink manager has cued Joe to enter the scene and move to Mark 1 which is an invisible game object in the scene. The Actor Controller on the Joe actor model will instruct the AI to move Joe to that mark. You will see him walk onto set any moment now.","\n",{"->":"Top_Knot"},{"#f":1}],"SetEmotion":["^The `SetEmotion` direction will set the value of an emotion being tracked on a character. The emotional values are used to influence how an Actor carries out other directions. For example, if Fear is high and the character is not in combat then they may crouch when moving in order to avoid being seen by whatever they are scared of.","\n","^The SetEmotion direction takes the following form:","\n","^>>> SetEmotion: [ActorName], [EmotionName], [Float]","\n",{"->":"Top_Knot"},{"#f":1}],"Camera":["^`>>> Camera: [CameraName], [ObjectParent], [ChildObjectName optional]`","\n","^Switch to the named camera and set the camera Follow and LookAt parameters to the ChildObjectName found under the ObjectParent. If ChildObjectName is not present then the Object Parent is used. If the `ObjectParent` is not present then no change to the Target parameter of the camera will be made.","\n",{"->":"Top_Knot"},{"#f":1}],"AnimationParam":["^Set animator parameter on a given actor to a given value. 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These characters can be interacted with or they can simply populate the world as background characters.","\n","^When interacting they will talk to the player and potentially carry out actions. Conversations are driven by Ink and open source scripting language for writing interactive narrative. In fact this text is an Ink narrative. 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If, however, you know how to setup these characters then all you need to do is Add an `Ink Manager` component into your scene and reference any actors you want to control in Ink to the `Actors` field in the inspector.","\n","^The name of your actor game object should be the same as the name you use in your ink file.","\n",{"->":"Top_Knot"},{"#f":1}],"Talking_To_Actors":[["^Dialog is provided to Actors via an Ink script. This is made available to the character system via an API. Using the data in the script the Character System can present appropriate lines of text in any way that fits the game, such as text on the screen, voice actor audio and graphics or text to speech.","\n","^After each piece of dialog the player can be presented with a series of choices.","\n","^This dialog is not assigned to a specific actor and thus it is assumed that the narator is speaking.","\n","^However, you could chat with the actor in this scene if you want to. 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You will see him walk onto set any moment now.","\n",{"->":"Top_Knot"},{"#f":1}],"SetEmotion":["^The `SetEmotion` direction will set the value of an emotion being tracked on a character. The emotional values are used to influence how an Actor carries out other directions. For example, if Fear is high and the character is not in combat then they may crouch when moving in order to avoid being seen by whatever they are scared of.","\n","^The SetEmotion direction takes the following form:","\n","^>>> SetEmotion: [ActorName], [EmotionName], [Float]","\n",{"->":"Top_Knot"},{"#f":1}],"Camera":["^`>>> Camera: [CameraName], [ObjectParent], [ChildObjectName optional]`","\n","^Switch to the named camera and set the camera Follow and LookAt parameters to the ChildObjectName found under the ObjectParent. If ChildObjectName is not present then the Object Parent is used. If the `ObjectParent` is not present then no change to the Target parameter of the camera will be made.","\n",{"->":"Top_Knot"},{"#f":1}],"AnimationParam":["^Set animator parameter on a given actor to a given value. 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