# Tutorials Gallery

{% hint style="info" %}
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.
{% endhint %}

<table><thead><tr><th width="235">Game Example</th><th width="165">Tutorial Step</th><th width="318">ATM implementation</th></tr></thead><tbody><tr><td><p><img src="https://2950676651-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXXV9mXl47pizEJp2sQyb%2Fuploads%2FcNjPfCskD8lBGyiVbd8q%2FInShot_20250205_035725027.gif?alt=media&#x26;token=c3b0b5de-4fa7-461e-b220-8b09f7f777d6" alt="" data-size="original"></p><p>Yu-Gi-Oh! Duel Links</p></td><td>"Tap anywhere to continue" one-time hint</td><td>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.</td></tr><tr><td><p><img src="https://2950676651-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXXV9mXl47pizEJp2sQyb%2Fuploads%2FvKASd1io134owdKfwAao%2FIMG_20250122_222851.png?alt=media&#x26;token=eb0626b1-bc40-4eb7-85b6-c102bbfb30d1" alt="" data-size="original"></p><p>Nancy Drew: Midnight in Salem</p></td><td>Tooltip appearing in the corner of the screen on specific game screens</td><td>Set Start Step → Manually Call. Set Interaction → Manually Call. <a href="advanced-creating-visual-prefab">Create a prefab with the graphic</a> hint and assign it to the Graphic Prefab field. Set the prefab alignment to the corner. When the player opens the required screen, <a href="advanced-manual-step-calls">call this step via script</a>. Similarly, call the completion on exit. </td></tr><tr><td><p><img src="https://2950676651-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXXV9mXl47pizEJp2sQyb%2Fuploads%2FFBkDKeK44R9ex7gwoQmH%2FScreenshot_2025-02-05-05-36-32-211_com.dreamotion.ronin.jpg?alt=media&#x26;token=59b937a7-3445-4f99-a592-38c5ee8415b5" alt="" data-size="original"></p><p>Ronin: The Last Samurai</p></td><td>Text popup and highlight of the required button with a press animation</td><td>Set Interaction → Click. Set Check Interaction → By Game Object. Add the button object to the GameObject list. <a href="advanced-creating-visual-prefab">Create a pointer prefab</a> with the necessary press animation. Set a linked text or assign a Graphic Text prefab.</td></tr><tr><td><p><img src="https://2950676651-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXXV9mXl47pizEJp2sQyb%2Fuploads%2Fh18SzXdjfkhZwXgvct9I%2Fphoto_2023-10-05_19-36-51.jpg?alt=media&#x26;token=68c85adf-fd88-4eb1-969d-eddf85a1a43e" alt="" data-size="original"></p><p>Hunt: Showdown</p></td><td>Text hint requiring key presses</td><td>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.</td></tr><tr><td><p></p><p><img src="https://2950676651-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXXV9mXl47pizEJp2sQyb%2Fuploads%2FtdJc90uacrCGd6V0fLVs%2Fryz1laz8q8dc1.jpeg?alt=media&#x26;token=9a24dabb-e092-446b-b94a-38f7f4cdc6b7" alt="">Plants vs. Zombies</p></td><td>Text popup with a frame or a different background that stays open until the player performs the required action</td><td>Assign Graphic Popup prefab to the Graphic Prefab field. Set a linked text.</td></tr><tr><td><p><img src="https://2950676651-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXXV9mXl47pizEJp2sQyb%2Fuploads%2FNvlPbfEbOml2TenMCyRq%2FUntitled835_20250123171721.png?alt=media&#x26;token=ccb92d64-4d42-489f-a002-5af31320d214" alt="" data-size="original"></p><p>Farm Frenzy 3</p></td><td>Two different pointers, for example, one is an arrow, the second is a popup attached to an object</td><td>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.</td></tr><tr><td><p><img src="https://2950676651-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXXV9mXl47pizEJp2sQyb%2Fuploads%2FCLd3hDY3n2iIhx3JAi1B%2FIMG_20250122_222635.png?alt=media&#x26;token=a676ca80-0f52-45e3-aefa-8c3515c19345" alt="" data-size="original"></p><p>Nancy Drew: Midnight in Salem</p></td><td>Static mouse tip that stays visible until the player performs an action, for example, a click on any interactive object</td><td>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.</td></tr><tr><td><p><img src="https://2950676651-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXXV9mXl47pizEJp2sQyb%2Fuploads%2Fn5l07RIk79GXOykzvaIq%2FIMG_20250205_052250_633.jpg?alt=media&#x26;token=74997e55-2449-4b09-9099-ef789468a8a1" alt="" data-size="original"></p><p>Sea of Thieves</p></td><td>A hint requiring keyboard input, appearing when approaching an object</td><td>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. <a href="advanced-manual-step-calls">Call this step via script</a> when the player enters the trigger zone or approaches the object within the required distance. Similarly, call the completion on exit.<br><br>To further highlight the target for interaction, change Check Interaction → ByGameObject, assign the object to the GameObjects list, add its type to ObjectTypes list (for example, 3D), and in the Pointer/Hover Prefab fields, assign the pointer and hover prefabs, respectively.</td></tr><tr><td><p></p><p><img src="https://2950676651-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXXV9mXl47pizEJp2sQyb%2Fuploads%2F2DV51ljsqMkVlD1IvTkI%2Fphoto_2023-10-02_11-24-14.jpg?alt=media&#x26;token=0bcd24e1-b6e4-435b-9dc5-aae1040c4b70" alt="">The Order: 1886</p></td><td>Small sidebar hint</td><td>Set Start Step → Manually Call. Set Interaction → Manually Call. <a href="advanced-creating-visual-prefab">Create a prefab with the graphic</a> hint and assign it to the Graphic Prefab field. Set the prefab alignment. When the player opens the required screen, <a href="advanced-manual-step-calls">call this step via script</a>. Similarly, call the completion on exit.</td></tr><tr><td><p><img src="https://2950676651-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXXV9mXl47pizEJp2sQyb%2Fuploads%2FH3f7CvomiPCRpXSBob9q%2FWitcher3Tutorial%20(1).jpg?alt=media&#x26;token=c2ad9687-9dc6-4116-a2ff-2563a7c524b2" alt="" data-size="original"></p><p>The Witcher 3: Wild Hunt</p></td><td>A sidebar that requires confirmation with a key press</td><td>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.</td></tr><tr><td><p><img src="https://2950676651-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXXV9mXl47pizEJp2sQyb%2Fuploads%2FdA7zhtYwklS6wACGMbP7%2Fphoto_2025-01-13_14-25-47.jpg?alt=media&#x26;token=b546fbd8-0a9c-40fd-a97a-f562977c558c" alt="" data-size="original"></p><p>Dishonored</p></td><td>Separate window containing current important graphic tips, closes on keyboard input</td><td>Set Start Step → Manually Call. Set Interaction → KeyCode. Set Check Interaction → AnyTarget. Add the required key to Key Codes list. <a href="advanced-creating-visual-prefab">Create a prefab with the graphic</a> hint and assign it to the Graphic Prefab field. When the player opens the required screen, <a href="advanced-manual-step-calls">call this step via script</a>. </td></tr><tr><td><p><img src="https://2950676651-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXXV9mXl47pizEJp2sQyb%2Fuploads%2FiF5jo0pqNG0ElZoaKDlh%2Fimage_010_0003.png?alt=media&#x26;token=a778b426-bea3-46b2-807b-6e44728cf028" alt="" data-size="original"></p><p>Wasteland 3</p></td><td>A side bar with illustration, that requires confirmation with a button press and later, the action</td><td><a href="advanced-creating-visual-prefab">Create a prefab with the graphic</a> 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 <a href="advanced-manual-step-calls">calls the InitializeByConfirm method</a> when clicked.</td></tr><tr><td><p><img src="https://2950676651-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXXV9mXl47pizEJp2sQyb%2Fuploads%2FngfNpPLspQNgoymtoct8%2FUntitled835_20250123173816.png?alt=media&#x26;token=ee6a1f94-5aef-472e-bf74-9b0b530404fb" alt="" data-size="original"></p><p>Darkest Dungeon</p></td><td>Separate window requiring a click on the close button and later, the action</td><td><a href="advanced-creating-visual-prefab">Create a prefab with the graphic</a> 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 <a href="advanced-manual-step-calls">calls the InitializeByConfirm metho</a>d when clicked. </td></tr><tr><td><p><img src="https://2950676651-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXXV9mXl47pizEJp2sQyb%2Fuploads%2FzV7iQrJQSBFmV7CFkuOm%2FScreenshot_2025-02-05-01-03-08-862_com.tgc.sky.android.jpg?alt=media&#x26;token=1912dc86-db50-4a60-84de-268910716dd9" alt="" data-size="original"></p><p>Sky: Children of the Light</p></td><td>Separate window requiring a click on the close button and no more actions</td><td>Set Interaction → Manually Call. <a href="advanced-creating-visual-prefab">Create a prefab with the graphic</a> 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 <a href="advanced-manual-step-calls">calls the InitializeByConfirm method</a> when clicked and FinishStep method too.</td></tr><tr><td><p></p><p><img src="https://2950676651-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXXV9mXl47pizEJp2sQyb%2Fuploads%2FPA5b5hUf3IlbYegUVgPl%2FScreenshot_2025-02-04-21-26-58-679_com.tgc.sky.android.jpg?alt=media&#x26;token=83ca79b0-6fbf-4436-b319-f0457f4a685c" alt="">Sky: Children of the Light</p></td><td>Popup text tooltip with an icon and an interactive button</td><td>Set Interaction → Click. Set Check Interaction → By GameObject. Add the button object to the GameObject list. Or assign the<a href="advanced-manual-step-calls"> execution of this step manually </a>through a button click. Assign Graphic Popup to the Graphic Prefab field. Enter the Graphic Text to display in the popup.</td></tr><tr><td><p><img src="https://2950676651-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXXV9mXl47pizEJp2sQyb%2Fuploads%2FonXZ414VLCJe5uwkJhsj%2Fphoto_2024-12-31_18-20-23.jpg?alt=media&#x26;token=1eedbe2b-977d-4335-a150-9202275e5d23" alt="" data-size="original"></p><p>Prince of Persia: The Lost Crown</p></td><td>UI buttons or text hints fitting into the background shape</td><td><a href="advanced-creating-visual-prefab">Create a pointer prefab with buttons.</a> Assign UI Pointer prefab to the Pointer Prefab field. <a href="advanced-manual-step-calls">Call this step via script</a> when the player opens this menu. Similarly, call the completion on exit. </td></tr><tr><td><p><img src="https://2950676651-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXXV9mXl47pizEJp2sQyb%2Fuploads%2FvkVIfjXJbxkMHTqeK7pu%2FUntitled812_20250110221406.png?alt=media&#x26;token=f2d7655a-8657-4aaa-ba2c-5d336f84e886" alt="" data-size="original"></p><p>Liar`s Bar</p></td><td>Static text hint that tracks game changes and provides relevant one</td><td>Create several steps with different text. Assign Graphic Text to the Graphic Prefab field for each.<a href="advanced-manual-step-calls"> Trigger each step manually </a>depending on the current game situation. The StartTutorialStep method will keep only one of them active.</td></tr><tr><td><p><img src="https://2950676651-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXXV9mXl47pizEJp2sQyb%2Fuploads%2F4HqoAwsmuUFCSKSJ5He0%2FInShot_20250204_181046712.gif?alt=media&#x26;token=495e820d-e65b-4d47-b962-e6a6ceb3edaa" alt="" data-size="original"></p><p>Jewellirium</p></td><td>Pointer</td><td>Assign UIPointer to the Pointer Prefab field. Make sure Check Interaction ≠ AnyTarget. Use Pointer Settings to try different animations.</td></tr><tr><td><p><img src="https://2950676651-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXXV9mXl47pizEJp2sQyb%2Fuploads%2FVhABa3rR4SgCXSDKxB7i%2FScreenshot_2025-02-04-19-11-26-777_com.zeptolab.ctr.ads.jpg?alt=media&#x26;token=1cae4100-173a-4473-824c-7c96a3e00a40" alt="" data-size="original"></p><p>Cut The Rope</p></td><td>Pointer and iris-in style background</td><td>Assign UIPointer to the Pointer Prefab field. Make sure Check Interaction ≠ AnyTarget. Assign UI Iris Hover to the Hover Prefab field. To block all other clicks, assign the UI Transparent Mask prefab to the Hover Prefab field and set the appropriate cutout size and shape in the IrisCutoutMask component.</td></tr><tr><td><p><img src="https://2950676651-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXXV9mXl47pizEJp2sQyb%2Fuploads%2FLRwqiF9wh9QhBUe1sgNe%2FInShot_20250204_194400528.gif?alt=media&#x26;token=af22a76f-7260-4da3-92cf-3724388b59a1" alt="" data-size="original"></p><p>Obey Me!</p></td><td>Animated pointer</td><td><a href="advanced-creating-visual-prefab">Create a new pointer prefab </a>with required animation. Make sure Check Interaction ≠ AnyTarget. Assign it to the Pointer Prefab field. For dark background, assign UI Formed Mask prefab to the Hover Prefab fieldm set suitable Cutout Size in IrisCutoutMask component.</td></tr><tr><td><p><img src="https://2950676651-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXXV9mXl47pizEJp2sQyb%2Fuploads%2FXjAKGhod06QRJT466Pqu%2FScreenshot_2025-02-04-19-12-24-400_com.kiloo.subwaysurf.jpg?alt=media&#x26;token=f04c6d42-466d-453b-804c-29cbef18e4f8" alt="" data-size="original"></p><p>Subway Surfers</p></td><td>Repeating mobile gesture animation</td><td><a href="advanced-creating-visual-prefab">Create a new graphic prefab</a> with the required gesture animation or use the existing Graphic Swipe / Click / Hold. Assign it to the Graphic Prefab field.</td></tr><tr><td><p><img src="https://2950676651-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXXV9mXl47pizEJp2sQyb%2Fuploads%2F09zC8QrQXyBZn1qeFsYE%2FInShot_20250204_232613866.gif?alt=media&#x26;token=9806c449-ed3a-41ad-b234-52cde7609bad" alt="" data-size="original"></p><p>The Trail</p></td><td>Iris-in style targeted tooltip showing a gesture</td><td><a href="advanced-creating-visual-prefab">Create a pointer prefab</a> 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.</td></tr><tr><td><p><img src="https://2950676651-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXXV9mXl47pizEJp2sQyb%2Fuploads%2FlZvTu7kmtfjzbHzSCHaF%2FInShot_20250204_210838333.gif?alt=media&#x26;token=7895e764-246b-4aff-9b6e-6c84120e8e7e" alt="" data-size="original"></p><p>Pocket Love</p></td><td>Drag and drop tip</td><td>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.</td></tr><tr><td><p><img src="https://2950676651-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXXV9mXl47pizEJp2sQyb%2Fuploads%2FonwootrkJSaLsWErNuD4%2FScreenshot_2025-02-05-05-53-29-570_com.imangi.templerun.jpg?alt=media&#x26;token=9fd19da2-f6f9-4c1a-af19-cefa9e5a89a8" alt="" data-size="original"></p><p>Temple Run</p></td><td>Graphics illustrating unusual input types and reacting to them</td><td><p><a href="advanced-creating-visual-prefab">Create a new Graphic Prefab</a> with required action or blueprint. Assign it to the Graphic Prefab field.</p><p></p><p>For unusual actions that the asset does not currently support, use Interaction → Manually Call and Check Interaction → Manually Call.</p></td></tr><tr><td><p><img src="https://2950676651-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXXV9mXl47pizEJp2sQyb%2Fuploads%2FAGtzOOJ8eX2J4hH60Pe5%2FInShot_20250205_060322377.gif?alt=media&#x26;token=62e0ca64-b487-45d3-aeef-fc671cb5c031" alt="" data-size="original"></p><p>Land Builder</p></td><td>Animated pointer and graphic element</td><td><p><a href="advanced-creating-visual-prefab">Create a new Graphic Prefab</a> 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.</p><p></p><p>For unusual actions that the asset does not currently support, use Interaction → Manually Call and Check Interaction → Manually Call.</p></td></tr><tr><td><p><img src="https://2950676651-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXXV9mXl47pizEJp2sQyb%2Fuploads%2F7eevjOeXbVWGZE6GAjhq%2FUntitled835_20250123173752.png?alt=media&#x26;token=202d5629-cf03-4120-9e6f-870d0ec00dae" alt="" data-size="original"></p><p>For The King</p></td><td>Geotag indicating where to move</td><td>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 a<a href="advanced-manual-step-calls">nd call it</a>, for example, when the player approaches the target place within the required distance.</td></tr><tr><td><p><img src="https://2950676651-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXXV9mXl47pizEJp2sQyb%2Fuploads%2FEdcRsZ1FEbnK2dQijQGH%2FUntitled817_20250111201735.png?alt=media&#x26;token=f239dd33-7518-4374-bb28-32bc42f1fa69" alt="" data-size="original"></p><p>Cars: The Game</p></td><td>World 3D pointer indicating direction until the player reaches a certain proximity to the target object</td><td>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 <a href="advanced-manual-step-calls">call it</a>, for example, when the player approaches the target place within the required distance.</td></tr><tr><td><p><img src="https://2950676651-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXXV9mXl47pizEJp2sQyb%2Fuploads%2FULHVtzWSUU3sCQKUNnCj%2FScreenshot_2025-02-05-05-49-05-004_fr.pated.seashine.jpg?alt=media&#x26;token=0da5c7b8-d5e5-4802-aad2-9f350dec751c" alt="" data-size="original"></p><p>Seashine</p></td><td>World 2D pointer indicating direction</td><td>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 <a href="advanced-manual-step-calls">call it</a>, for example, when the player approaches the target place within the required distance.</td></tr><tr><td><p><img src="https://2950676651-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXXV9mXl47pizEJp2sQyb%2Fuploads%2FE9zN8VXOut29myE5k72E%2Fyl8g74t5ijx71.jpg?alt=media&#x26;token=3ac43fc0-8139-4571-94b6-da504900352a" alt="" data-size="original"></p><p>The Binding of Isaac</p></td><td>Control hints embedded into the background</td><td><a href="advanced-creating-visual-prefab">Create a new World Graphic Prefa</a>b with required hint sprite or animation. Assign it to the World Graphic Prefab field.   <a href="advanced-manual-step-calls">Call this step</a> when the player enters required area. Similarly, call the completion on exit. </td></tr><tr><td><img src="https://2950676651-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXXV9mXl47pizEJp2sQyb%2Fuploads%2FWGbytFqjPs4iS6kCZ0O0%2Fdont-starve-together-sapling.jpg?alt=media&#x26;token=e4671838-9708-40a8-91fa-8fc2c024dcd5" alt="">Don`t Starve</td><td>Text tooltips that appear when entering the trigger zone</td><td>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. <a href="advanced-manual-step-calls">Call this step</a> when the player enters required area. Similarly, call the completion on exit.</td></tr><tr><td><p><img src="https://2950676651-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXXV9mXl47pizEJp2sQyb%2Fuploads%2FaS4l7jSUFu2iX1dSiNFv%2Fframetyp2.png?alt=media&#x26;token=c6bc1543-4abf-46a6-ac5d-5ca946c961db" alt="" data-size="original"></p><p>Barotrauma</p></td><td>Zone that displays a world tooltip when hovered over</td><td>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. <a href="advanced-manual-step-calls">Call this step</a> when the player hovers required area. Similarly, call the completion on exit.</td></tr><tr><td><p><img src="https://2950676651-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXXV9mXl47pizEJp2sQyb%2Fuploads%2Fmnh8ciJSd2YzgONECpq0%2Fhq720.jpg?alt=media&#x26;token=73326a34-c1f4-4376-baee-5b77de5a593d" alt="" data-size="original"></p><p><img src="https://2950676651-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXXV9mXl47pizEJp2sQyb%2Fuploads%2FBAxHhpwBXEsXMp7lFdrQ%2Fimage_2025-01-14_13-59-48.png?alt=media&#x26;token=3bd507f7-55af-4da3-971a-6da945f30111" alt="" data-size="original"></p><p>Cars: The Game</p></td><td>Animated highlight for entry or navigation</td><td>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. <a href="advanced-manual-step-calls">Call this step</a> when the player enters required area. Similarly, call the completion on exit.</td></tr><tr><td><p><img src="https://2950676651-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FXXV9mXl47pizEJp2sQyb%2Fuploads%2FJR0Z65kM1u5Hn2vnKnjm%2Fphoto_2021-12-01_19-48-45.jpg?alt=media&#x26;token=7381fdfd-3ba0-4955-937d-a8ee455349a0" alt="" data-size="original"></p><p>Arise: A simple story</p></td><td>UI hints for controller</td><td>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.</td></tr></tbody></table>
