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elringus committed Dec 27, 2024
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4 changes: 4 additions & 0 deletions docs/guide/backgrounds.md
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Expand Up @@ -270,6 +270,10 @@ You can now use [@back] command to control the created scene background actor, e
When composing backgrounds with Unity scenes, consider adding [custom commands](/guide/custom-commands) to control scene state (eg, modify light color to change time of day or move camera to change the view) instead of creating multiple scenes for each appearance. This way you won't have to track objects position to prevent overlap when multiple scenes are loaded.
:::

::: tip EXAMPLE
Find example on setting up scene background in the [scene background sample](/guide/samples#scene-background).
:::

## Render to Texture

It's possible to render character and background actors of all the implementations (except generic) to a texture asset, which can then can be assigned to a custom UI, printer, material or any other compatible source. Setting up background actor render to texture is very similar to that of a character; [check the guide](/guide/characters#render-to-texture) for more info and examples.
4 changes: 4 additions & 0 deletions docs/guide/characters.md
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Expand Up @@ -283,6 +283,10 @@ Following video guide covers creating and configuring diced sprite atlas, adding

For more information on available dicing options and usage examples, refer to the extension docs: https://dicing.elringus.com/guide/unity.

::: tip EXAMPLE
Find example on setting up diced actors in the [diced actor sample](/guide/samples#diced-actor).
:::

## Layered Characters

The layered implementation allows composing characters from multiple layers and then toggle them individually or in groups via naninovel scripts at runtime.
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36 changes: 33 additions & 3 deletions docs/guide/samples.md
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Expand Up @@ -4,11 +4,15 @@ A collection of example projects are provided to help you get started with commo

## Accessing Samples

The samples are hosted on a private GitHub repository: [github.com/naninovel/samples](https://github.com/naninovel/samples/tree/stable). To access the repository, [register your Naninovel license](https://naninovel.com/register) and follow the dashboard instructions to assign a GitHub user. Once you have access, either [clone](https://docs.github.com/en/repositories/creating-and-managing-repositories/cloning-a-repository) or [download](https://docs.github.com/en/repositories/creating-and-managing-repositories/cloning-a-repository) the repository.
The samples are hosted under the [engine's monorepo](https://github.com/naninovel/engine/tree/stable/unity/samples). To access the repository, [register your Naninovel license](https://naninovel.com/register) and follow the dashboard instructions to assign a GitHub user. Once you have access, either [clone](https://docs.github.com/en/repositories/creating-and-managing-repositories/cloning-a-repository) or [download](https://docs.github.com/en/repositories/creating-and-managing-repositories/cloning-a-repository) the repository.

Open the repository directory with the Unity editor. Notice that Naninovel is referenced as a Git package in the package manager, so ensure a Git client is installed on your machine. Without it, Unity won't be able to pull the packages; refer to the UPM guide for [more info on Git packages](https://docs.unity3d.com/Manual/upm-ui-giturl.html).
Unzip the downloaded repository and open `unity/samples` directory with the Unity editor. Notice Naninovel is referenced as a local package in the package manager. The source of the local package leads to `unity/client`, which contains the source code of the Unity extension. Other 3rd-party packages used in the samples are embedded to the project for convenience.

To use the referenced Naninovel package, you must be authenticated as the GitHub user assigned in the account dashboard. Refer to the Unity guide for [more info on authentication](https://docs.unity3d.com/Manual/upm-config-https-git.html). Alternatively, you can remove the Git package reference and install Naninovel from the Asset Store instead.
![](https://i.gyazo.com/aa784d89f6a55576b745824c2f6fd537.png)

Once in Unity editor, open `Assets/Scenes/Main.unity` scene and enter play mode. You'll see the title screen of our demo project. You can either start the demo or click "SAMPLES" button to navigate the available samples, which are outlined below.

![](https://i.gyazo.com/f7304c828ff616f2d9a979d2452413a4.png)

## Addressable

Expand Down Expand Up @@ -243,10 +247,36 @@ The sample contains following examples of new custom and modified built-in UIs:

Find the layered character at `Content/Charecters/Miho` directory and layered background set up in camera rendering mode at `Content/Backgrounds/Particles` directory.

## Diced Actor

Find the diced character and atlas at `Content/Charecters/Kohaku/Diced` directory.

## Video Actor

Video backgrounds are stored `Content/Backgrounds/Video` directory, while a video actor can be found at `Content/Characters/Ball` directory.

## Scene Background

Find the scene background at `Content/Backgrounds/Scene` directory.

## Transition Effects

Find a demo with all the available transition effects applied in sequence in `Scripts/Scenario/Transitions` scenario script.

## Auto Voicing

The voice clips for EN and JA locales are stored under `Content/Audio/Voice`.

Enter "AUTO VOICING" sample and try switching the voice language in game settings.

## Music Intro

Shows how to use `intro` parameter of [@bgm] command, so that the intro part is played once before looping the base part of the track.

## Background Matching

A demo of the background matching feature, showing how backgrounds with different aspect ratios can be matched to the display viewport.

## Visual Scripting

[Visual scripting](https://docs.unity3d.com/Packages/com.unity.visualscripting@latest) (previously known as Bolt) is a built-in package bundled by default with Unity 2021 and newer version. It enables you to create logic for games or applications with unit-based graphs that both programmers and non-programmers can use without writing code.
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4 changes: 4 additions & 0 deletions docs/guide/voicing.md
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Expand Up @@ -57,6 +57,10 @@ To find auto-voice IDs associated with the currently printed text while the game

To show the window, make sure `Enable Development Console` is turned on in the engine configuration, then press `~` key while in play mode, type `debug` and press `Enter`.

::: tip EXAMPLE
Find example on setting up auto voicing for multiple locales in the [auto voicing sample](/guide/samples#auto-voicing).
:::

## Author Volume

When using auto voicing, you may want to let players control voice volume for specific [characters](/guide/characters) or, more correctly, authors of the printed text messages. For example, a player may decide to mute voice of the main protagonist or make a specific character voice lower.
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