This post shows how to spawn objects randomly around a level but cull them until an object, such as the player, gets within a certain distance of them. Read more [...]
The Sound Manager is used for loading and playing all sounds in a scene. Unlike the Music Manager, the Sound Manager is not persistent across scenes because each scene likely has different audio clips to play. Read more [...]
The Music Manager is intended for playing background music according to player settings. It is also capable of fading in and fading out music. Read more [...]
This is a basic mouse input class to be customized for a particular game’s needs and loaded depending on device. Note that unlike the Keyboard_Input class, this requires tweaking the Input Manager in the project settings since the default are not fully compatible with this (in my opinion) more optimized script. Read more [...]
BaseInputController is an extendable class for building input-specific controllers such as keyboard and touch controllers. This script is not intended to be used directly but instead extended, with an extended script loaded based on what platform and/or inputs the project is currently targeting. Read more [...]
The BaseObjManager interprets and manipulates an object based on its stats, which are controlled by the BaseStatsController. It is also in charge of communicating with the GameManager and letting it know when something significant happens to the object it is attached to. Read more [...]
Most games have characters with stats. The goal of the BaseStatsManager is to provide a template for setting up relevant stats and being able to easily apply them to any new character inserted into a scene. Read more [...]
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