[RELEASED] Tutorial Master 3 - Onboard your players with effortless, interactive tutorials!

It should be able to since mouse click is recognized as a finger tap on mobile devices.

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@elmar1028

1- Please add support for ignore the size for popup module, this way i can use vertical layout and contentsize fitter (fixed width, but variable height) to make popups that looks good based on text.

2- Another must have feature is ability to skip a Stage, for example in my game some levels will require an additional stage in middle. so what i can do is define 5 stages, and skip 3rd if its easy level otherwise show all.

Could you elaborate more on that? Normally, the modules are positioned based on its size which is calculated at runtime. Or does it behave differently?

This would require a bit code logic, but you can disable/enable stages based on a set of conditions (so which level to play) that are checked before tutorial begins.

As you can see it has extra space, and i check the popup prefab. it doesnt seem to use vertical layout.

I want popup height to not have extra space

4268461--381571--Screenshot 2019-03-01 at 11.44.35 AM.png

Can you please give me high level view of how should i approach it? For example i want to:

  • Skip a Stage (im thinking of removing that stage from the stages list when skiping and adding when needed)

  • How do i reshow a stage. As my game is 2d grid based and each cell could be a solution or not and grid can be up to 25x25, which means i cant make 25x25 stages to do the same thing. So Reshowing same stage (changing its data on runtime) will let me use same stage again n again. How should i approach it? (One workaround im thinking is decrementing that currentStageIndex and then calling next Stage which will show the same stage)

  • How do i start a tutorial from a given stage so i can resume a stage.

Ah! You can create your own modules and set it up your way!

  • Create your own Pop-Up (e.g., panel with text in it)

  • Attach a “PopUp Module Text” component to it.

  • Assign missing fields to it.

  • Make a prefab out of it

  • Drag a prefab from the Assets folder into “Pooling Settings” of Tutorial Master Manager component.

  • And you’re done!

You don’t have to delete and re-add stages. You can disable them and they’ll be skipped and enable them on a second run.

You won’t be able to decrement a CurrentStageIndex because it can’t be modified from outside. You can use functions like JumpStage(int stageIndex) or PrevStage() to re-visit a stage.

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Im making good progress, thanks to you.

Btw, popup is not modal because if you click on some button then both buttton and and next stage triggers.

Ah yes. That is to be expected since it checks if mouse was clicked and if button was clicked.

  • What action do you want to do whenever you click anywhere?
  • What action do you want to do when you click a pop-up?

i want trigger to go next stage, you already show a popup, so adding a full rectransform that covers whole target canvas will block the clicks and only next stage will appear if modal is true.

Right, but what do you want to achieve when user clicks a pop-up button?

Good question, which also means you should expose two triggers

  • one for when user click behind the popup or on popup
  • one when user click on popup buttons

This way we can achieve multiple combinations like quit the tutorial if click behind, or go to next stage click behind etc.

Just like Modules Prefab, we should also have this modal prefab, so we ca customize if we want to darken the ui or something else

Ah, I see what you mean now!

The modal pop-up is still doable by adding a dark panel surrounding the popup as you said with its own click event.

A nice suggestion is to be able to have multiple triggers instead of a single one.

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I for now handled it myself by putting this blockeroutside of popup and enable disable on tutorial start end events.

Can you please add call function Trigger Type, using Unity Event Invoke requires lots of extra steps.

Do you mean invoking a trigger action through API call?

Sorry for the confusion, i meant add a trigger type for calling a function direction, similar to unity event invoke, but instead of taking event it will take a function, just like UGUI button click event takes.
https://support.hardcodelab.com/tutorial-master/2.0/trigger

So you mean have trigger subscribe to C# Events?

Oops, i can get this behavour from Trigger Activation.
Sorry for the confusion, all done now :slight_smile:

Now only waiting for that modal thing feature, meanwhile im gonna review the product

Thank you for your review!

Could you describe what do you want to see in a modal pop-up? As in, how would it operate differently from a normal pop-up? I want to understand the scope of the feature you’re requesting here.

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Tutorial Master 2.0.4 Patch Notes

Bug Fixes

  • Fixed a bug that would prevent Effects from being added to Modules
  • Fixed an issue when UnityEvent Invoker trigger wouldn’t update properly

Found a bug, or have any questions? Be sure to check out the support section or send an email to support@hardcodelab.com

To see currently open issues, see the issues page.

To see previous patch notes, visit the official website.

User is able to assign prefab for modal background (fully stretched).

When we click outside of popup, modal picks the click event and we can define a handler

for popup, we have a different click handler for its button

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Please also add StartTutorial(tutorialID, stageIndex) so we can start from a different stage.

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