Difference between revisions of "Getting Started with the LevelKit"
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Revision as of 13:54, 14 November 2017
- Download Unity. You will need the most up to date version, and to have installed the following components:
- ... (Fill in required components here) gardless of whether you are using the Win/Mac/Linux build of the Unity Editor.
- Download LevelKit
- Open up the LevelKit project in Unity
Now go to the menu Item for Off Grid and select 'LevelKit Tool'
The LevelKit GUI
Once you're in the level Kit project and have opened the LevelKit tool you should be presented with this UI
Enter your missions name and description and hit the "Create new Mod"
This will create your mission based on a template, it will open up the missions folder in your file browser as well as dropping you into the missions scene in Unity
The build tab allows you to compile your level so that you can test or upload your level.
This drop down box will allow you to create a new level or select an existing level.
Save level info
The save level info page will allow you to save any information put within the text fields above. This includes :
- Level Name
- Level Description
Open level folder
This will open up the folder in which your mod level is stored.
Open mission script
This will open your Mission Script for your mod within your preferred code editor.
By default your Lightmaps are built automatically, when you make a change to the level. By clicking the button "Build on Demand" will stop the lightmaps automatically being created.This will help with performance while you are creating your mod. Selecting the checkbox "On Build" will allow you to generate the lightmaps as you compile your mod.
A navigation mesh is used to set areas that the AI can navigate.The navigation mesh by default is generated when you compile your mod.This can be changed by unchecking the "On Build" checkbox. The navigation mesh can also be built on demand when you select the "Build Now" Button.
The "Build Level" button will allow you to compile your level so that you can test or upload your level. The text on this button will change to let you know if any changes have been detected.
The Validation Tab checks that objects within your mod are set up correctly. Be sure to check this before building your mod.Some errors can be fixed using the "fix" button that appears next to the error.
Essentially you need to have a copy of the game running in the background (as in launch it from steam as if you were going to play it)
Then in the Level Kit tools window, click on the settings tab and enable the 'Networking' check box.
From there you can then go back to the build tab on the tools window and hit the 'Search for game' button, then the window should say 'Client:connected'. Then you can hit start and your mod should launch in the version of the game you are running in the background for you to test it!
Your mission folder
Your mission folder contains all the files that the game will read when loading your mission, here's an overview:
|Bundles/||This folder shouldn't be edited by users, it contains Unity asset bundles|
|level.lua||This contains metadata about the mission that's read in by the game, see here for more information|
|Scripts/||The scripts folder should contain all the Lua files that your mission will run|
|Scripts/Example_mission.lua||This is the main mission script, see Mission Scripting for more information|
|Scripts/Conversations/||Your conversation scripts should be placed here|
|Scripts/Devices/||Your device scripts should be placed here|
Building your First Level
This will take you on a tour around the wiki and the Levelkit click here to get started