Tutorial Designer saves you the work of extending your scripts and rewriting your Gamelogic, to built a Tutorial on top of it. Instead you can leave everything in place, and let this asset take care of it. It combines Visual Scripting, Workflow Design and Dialogue Creation in one piece. Put together your Tutorial steps and watch the progress in Realtime, as the game is running. Start at individual steps for testing specific Tutorial parts.
Bring your own graphics for the panels and buttons. Forget about Unity’s UI layouting and use TD to handle all this. If you like intuitive tools that make your life easier, but still want to keep control about what’s going on, this is your asset!
So I purchased this today because I am getting close to needing to do a tutorial. Needless to say on import it broke the project and had to be deleted. Why? A c# file with the name ‘Game.cs’, no doubt there were others similar. What? you expect no other asset store or developer ever used the name ‘Game’ in a .cs before? Does it even have a namespace so it doesn’t conflict with other assets or the main project? I can see now just looking at the script list in the asset store after deleting the asset that it has scripts called event and eventmanager and node - what are the odds those names have never been used? Dialogue as a name as well. Really make my life easier, save time? Not so far.
Hello @sicga123_1 , thanks for noticing that. All actual Tutorial Designer scripts are in their own namespace, but we’ve clearly missed putting the example scene scripts (three in total) in there as well. “Broke the project” is a bit exaggerated - you could simply put these three scripts in the existing TutorialDesigner namespace too. We’ll handle that very shortly.
Broke the project is not exaggerating given that I am using another asset and the errors cascaded, however, removing your asset obviously solved the problem. Please note, I contacted you via the forum and didn’t leave a tainted review. Given that mistakes are made any review I give won’t be influenced by an error in the demo scripts.
@sicga123_1 , Sorry about that. I’ve fixed that, and put the demo in an isolated namespace. It shouldn’t affect your other scripts any more. The update should be online in about an hour. If you see “Originally released: 17 November 2016” below the asset, it is up to date.
Thanks for the hint. Hope you enjoy the tool.
This can be another Must Have Asset (I have SIS and SWS tagged as Must Have) from Rebound Games…
I’m going to buy TD for sure if there is a simple way (new feature?) to add a bool to disable/enable a specific tutorial…
Something like this:
When a player saw a specific tutorial, there should be an option to disable the tutorial next time the scene is entered. Inside the Dialogue there should be an option, something like “Don’t show again” or “I got it”. If checked the tutorial should be ignored next time. I need several “Tutorials” in the same or different Levels so each tutorial should be turned on or off seperately. At the moment I have 40+ Levels, I also want to use the same tutorial in different Levels because I don’t know wich Level is entered first. How can I use a specific tutorial global?
Thank you @julianr and @Fronne for checking out our new asset
This very much depends on your implementation I guess, but all tutorial steps in the scene can be fired by code using EventManager.TriggerEvent(“Event Name”). So with that, you could check the currently enabled “tutorial” in an array of booleans and trigger the corresponding event.
Tutorial Designer assets are bound to the scene and cannot be used across them. I think an export option to move one tutorial from one scene to another is planned for an update, but I’ll have to leave that to @Migoun (who is on vacation next week).
I have a question regarding dialogs, it says you use the native UI so does that mean your using OnGui and not uGui? Basically I have a need to have the dialogs in world space and not screen space which this looks like.
Or is it possible to have triggers to display my own dialogs and then have callbacks into the tutorial engine?
@Cdngater It uses Unity UI (formerly known as UGUI).
Absolutely. In a step you can have UnityEvents calling methods of your scripts (Tutorial Designer → your code) and call EventManager.TriggerEvent to do the opposite (your code → Tutorial Designer).
first of all, thank you for using TD and giving us those important hints and tips! About the topics:
You can disable the Tutorial by simply deactivating the TutorialSystem gameobject in the hierarchy. It doesn’t however store a boolean if the player have done it before. I would suggest to do that by PlayerPrefs. Then the value is stored locally on the device, even if the player opens the game the next time. BY that you could activate or deactivate TutorialSystem.
Using the same Tutorial across scenes is currently in development, i’m writing an Import/export function to json Format. It will be available soon.
Cdngater: yes world space is possible. You can just link your own Canvas to the TutorialSystem gameobject. This can be any type you Desire.
If it should be on another Position everytime it’s displayed, you have to define that by a custom action in that specific dialogue.
But I’ll take that idea in consideration for the next update.
Thanks for your replies, that is very good news. I should be playing with the TutorialSystem with the next week or so, so if I have issues, I’ll be back!. ( bad humor, need more coffee)!
That’s GOOD news indeed Migoun…
I didn’t purchase it yet but will most likely do so in a couple of days, depending on your answer…
There are some issues I can see without even installing TD, in the Package Contents there are two classes named Ball.cs and Game.cs that will cause some problems with a number of users. I was just busy “rewriting” and “renaming” some code of another plugin because it had a Class named Score.cs…
As you might expect, the game I’m working on has a Ball(.cs), a Score(.cs), and also a Class named Game.cs…
If you promise me to change those common Class names into some less conflicting names like TDBall.cs or whatever you can think of I just might click on Unity’s green Buy now Button…
@Fronne Please see this post above. They already are in their own namespace; you wouldn’t want to put your other scripts in the Tutorial Designer Demo namespace too.