Tutorials Gallery

Inheriting interesting solutions.

For universal use, set Interaction → Manually Call and Step Start → Manually Call. Assign all required hints to the step's visuals, trigger the step via script, and complete it via script when needed.

Game Example
Tutorial Step
ATM implementation

Yu-Gi-Oh! Duel Links

"Tap anywhere to continue" one-time hint

Set Interaction → Click. Set Check Interaction → Any Target. Set Min Time Amount to prevent for misclicks. Assign Graphic Popup to the Graphic Prefab field. Inside the prefab, set the alignment to center. Enter the Graphic Text to display in the popup.

Nancy Drew: Midnight in Salem

Tooltip appearing in the corner of the screen on specific game screens

Set Start Step → Manually Call. Set Interaction → Manually Call. Create a prefab with the graphic hint and assign it to the Graphic Prefab field. Set the prefab alignment to the corner. When the player opens the required screen, call this step via script. Similarly, call the completion on exit.

Ronin: The Last Samurai

Text popup and highlight of the required button with a press animation

Set Interaction → Click. Set Check Interaction → By Game Object. Add the button object to the GameObject list. Create a pointer prefab with the necessary press animation. Set a linked text or assign a Graphic Text prefab.

Hunt: Showdown

Text hint requiring key presses

Set Interaction → KeyCode. Set Check Interaction → AnyTarget. Add the required key to Key Codes list. Assign Graphic Text prefab to the Graphic Prefab field. Set a linked text.

Plants vs. Zombies

Text popup with a frame or a different background that stays open until the player performs the required action

Assign Graphic Popup prefab to the Graphic Prefab field. Set a linked text.

Farm Frenzy 3

Two different pointers, for example, one is an arrow, the second is a popup attached to an object

Set Interaction → Click. Assign UIPointer to the Pointer Prefab field. Assign another pointer to the Hover Prefab field. Make sure Check Interaction ≠ AnyTarget, so they both point to the target object until the player clicks on it.

Nancy Drew: Midnight in Salem

Static mouse tip that stays visible until the player performs an action, for example, a click on any interactive object

Set Interaction → Click. Set Check Interaction → By Tag. Add the target Tag name to the Tags list (for example, player should click any object tagged as "Interactive"). Assign UI Pointer Mouse to the Pointer Prefab field. Set a linked text or assign a Graphic Text prefab.

Sea of Thieves

A hint requiring keyboard input, appearing when approaching an object

Set Start Step → Manually Call. Set Interaction → KeyCode. Set Check Interaction → AnyTarget. Add the required key to Key Codes list. Assign UI Pointer prefab to the Pointer Prefab field. Set a linked text or assign a Graphic Text prefab. Call this step via script when the player enters the trigger zone or approaches the object within the required distance. Similarly, call the completion on exit.

The Order: 1886

Small sidebar hint

Set Start Step → Manually Call. Set Interaction → Manually Call. Create a prefab with the graphic hint and assign it to the Graphic Prefab field. Set the prefab alignment. When the player opens the required screen, call this step via script. Similarly, call the completion on exit.

The Witcher 3: Wild Hunt

A sidebar that requires confirmation with a key press

Set Interaction → KeyCode. Set Check Interaction → AnyTarget. Add the required key to Key Codes list. Assign Graphics Slide Bar prefab to the Graphic Prefab field. Set a linked text and edit illustration inside the prefab.

Dishonored

Separate window containing current important graphic tips, closes on keyboard input

Set Start Step → Manually Call. Set Interaction → KeyCode. Set Check Interaction → AnyTarget. Add the required key to Key Codes list. Create a prefab with the graphic hint and assign it to the Graphic Prefab field. When the player opens the required screen, call this step via script.

Wasteland 3

A side bar with illustration, that requires confirmation with a button press and later, the action

Create a prefab with the graphic hint or assign existing Graphics Slide Bar prefab to the Graphic Prefab field. Enable a button inside it. Set a linked text and edit illustration inside the prefab. Make sure the button calls the InitializeByConfirm method when clicked.

Darkest Dungeon

Separate window requiring a click on the close button and later, the action

Create a prefab with the graphic hint or assign existing Graphics Popup Button prefab to the Graphic Prefab field. Set a linked text and edit close button inside the prefab. Make sure the button calls the InitializeByConfirm method when clicked.

Sky: Children of the Light

Separate window requiring a click on the close button and no more actions

Set Interaction → Manually Call. Create a prefab with the graphic hint or assign existing Graphics Coachmark prefab to the Graphic Prefab field. Set a linked text and edit close button inside the prefab. Make sure the button calls the InitializeByConfirm method when clicked and FinishStep method too.

Sky: Children of the Light

Popup text tooltip with an icon and an interactive button

Set Interaction → Click. Set Check Interaction → By GameObject. Add the button object to the GameObject list. Or assign the execution of this step manually through a button click. Assign Graphic Popup to the Graphic Prefab field. Enter the Graphic Text to display in the popup.

Prince of Persia: The Lost Crown

UI buttons or text hints fitting into the background shape

Create a pointer prefab with buttons. Assign UI Pointer prefab to the Pointer Prefab field. Call this step via script when the player opens this menu. Similarly, call the completion on exit.

Liar`s Bar

Static text hint that tracks game changes and provides relevant one

Create several steps with different text. Assign Graphic Text to the Graphic Prefab field for each. Trigger each step manually depending on the current game situation. The StartTutorialStep method will keep only one of them active.

Jewellirium

Pointer

Assign UIPointer to the Pointer Prefab field. Make sure Check Interaction ≠ AnyTarget. Use Pointer Settings to try different animations.

Cut The Rope

Pointer and iris-in style background

Assign UIPointer to the Pointer Prefab field. Make sure Check Interaction ≠ AnyTarget. Assign UI Iris Hover to the Hover Prefab field.

Obey Me!

Animated pointer

Create a new pointer prefab with required animation. Make sure Check Interaction ≠ AnyTarget. Assign it to the Pointer Prefab field.

Subway Surfers

Repeating mobile gesture animation

Create a new graphic prefab with the required gesture animation or use the existing Graphic Swipe / Click / Hold. Assign it to the Graphic Prefab field.

The Trail

Iris-in style targeted tooltip showing a gesture

Create a pointer prefab with the required gesture animation. Make sure Check Interaction ≠ AnyTarget. Assign it to the Pointer Prefab field. Assign UI Iris Hover to the Hover Prefab field.

Pocket Love

Drag and drop tip

Assign UI Pointer to the Pointer Prefab field. Make sure Check Interaction ≠ AnyTarget and there are 2+ targets. Assign UI Hover to the Hover Prefab field to highlight target position.

Temple Run

Graphics illustrating unusual input types and reacting to them

Create a new Graphic Prefab with required action or blueprint. Assign it to the Graphic Prefab field.

For unusual actions that the asset does not currently support, use Interaction → Manually Call and Check Interaction → Manually Call.

Land Builder

Animated pointer and graphic element

Create a new Graphic Prefab with required animation. Assign it to the Graphic Prefab field. Create a new Pointer Prefab with required animation. Assign it to the Pointer Prefab field.

For unusual actions that the asset does not currently support, use Interaction → Manually Call and Check Interaction → Manually Call.

For The King

Geotag indicating where to move

Assign 3D or 2D Geotag to the World Pointer Prefab field. Make sure that the target object you want the pointer to point to is in the list of GameObjects. Use Check Interaction → Manually Call and call it, for example, when the player approaches the target place within the required distance.

Cars: The Game

World 3D pointer indicating direction until the player reaches a certain proximity to the target object

Assign 3D Road Navigator to the World Pointer Prefab field. Make sure that the target object you want the pointer to point to is in the list of GameObjects. Use Check Interaction → Manually Call and call it, for example, when the player approaches the target place within the required distance.

Seashine

World 2D pointer indicating direction

Assign 2D Side Arrow to the World Pointer Prefab field. Make sure that the target object you want the pointer to point to is in the list of GameObjects. Use Check Interaction → Manually Call and call it, for example, when the player approaches the target place within the required distance.

The Binding of Isaac

Control hints embedded into the background

Create a new World Graphic Prefab with required hint sprite or animation. Assign it to the World Graphic Prefab field. Call this step when the player enters required area. Similarly, call the completion on exit.

Don`t Starve

Text tooltips that appear when entering the trigger zone

Assign World Text to the World Pointer Prefab field. Make sure that the target object you want the pointer to point to is in the list of GameObjects. Call this step when the player enters required area. Similarly, call the completion on exit.

Barotrauma

Zone that displays a world tooltip when hovered over

Assign World Text to the World Pointer Prefab field. Make sure that the target object you want the pointer to point to is in the list of GameObjects. Call this step when the player hovers required area. Similarly, call the completion on exit.

Cars: The Game

Animated highlight for entry or navigation

Assign 2D Ground Pointer Below to the World Pointer Prefab field. Make sure that the target object you want the pointer to point to is in the list of GameObjects. Call this step when the player enters required area. Similarly, call the completion on exit.

Arise: A simple story

UI hints for controller

Set Interaction → JoystickButton or JoystickButtonHold. Set Check Interaction → AnyTarget. Add the required joystick key to Key Codes list. Assign Graphic Text prefab to the Graphic Prefab field. Set a linked text.

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