Penguin Action Toolkit
  • 🐧Welcome
  • Guide
    • Step-by-Step Guide
      • Step 1: Install PAT
      • Step 2: Tutorial Scene
      • Step 3: Character - Action States
      • Practice 0: Add an Input Tag
      • Step 4: Character - Tags
      • Practice 1: Combo
      • Step 5: State Modifiers
      • Practice 1.1 & Ex: Grant Tag Mod
      • Step 6: Animation Montage
      • Step 7: Trigger Animation Event
      • Practice 1.2: Back to Grant Tag Mod
      • Step 8: Animator
      • Step 9: Attributes
      • Practice 2: Cost HP
      • Step 10: Effects
        • Step 10.1: Hitbox & Hurtbox
  • Definition & Inspector Detail
    • Actions
      • Action State
      • State Modifier
      • Move Set
    • Tag
    • Attribute
    • Effect
    • Player
    • Input
    • Locomotion
  • Tutorial
    • Installation
    • Contents of the Assets
    • Character
      • Create a Character
    • Set Up Player
    • Create a new Tag
    • Create a new Modifier
    • Use Attributes
    • Effect
      • Create an Effect
      • Apply Effects
    • Animation
      • Animatior Controller
    • PAT Manager
  • Beneath the Feathers
    • The Other One
    • Help on the Way
    • Victim or the Crime
    • Unbroken Chain
  • PAT Game Jam
    • Save the Penguin
    • Schedule
    • Terms & Conditions
  • FAQ
    • Change to Your Own Model
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On this page
  • Goal
  • Locate the Tutorial Scene
  • Scene Hierarchy
  • Character
  • Player
  • Play Mode
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  1. Guide
  2. Step-by-Step Guide

Step 2: Tutorial Scene

PreviousStep 1: Install PATNextStep 3: Character - Action States

Last updated 6 months ago

Goal

  • Locate and open the tutorial scene

  • Learn the scene hierarchy


Locate the Tutorial Scene

Go to Assets/PenguinActionToolkit/Demos/Scenes/Tutorial, open it, you should see a scene like this:

If you start the game, you will find yourself playing as a penguin-look character. You can move around with WASD or Controller Stick, roll dodge with Space Bar or B button on XBOX controller (or other east buttons if you are using other controllers).


Scene Hierarchy

Character

From the hierarchy panel, you can find the MyFirstCharacter contains the following game objects:

Locomotion It holds components which control how the character is moving around, including walking and roll dodging.

  • Model Container It contains the model of the character with some components to handle weapon models and animations.

  • Attributes It stores the health and stamina attributes. These attributes are reflected on the Inspector. Your roll dodging will consume Stamina.

Player

Under the GameFlow object, you can see a Player prefab.

The Player prefab decides which character the player is currently controlling and handles the player input and camera for it.

  • Player Cam

  • Input Units: it handles several input Elements.

    • Element: it includes an Input Tag (We will talk about its meaning very soon!) and an Input Action Reference. It bounds the Input Action to the selected Input Tag.

Play Mode

In the inspector, you can see that we actually set up the Attack input in Player, which is mapped to Left Click on your mouse (or west button on controllers). If you click your mouse in the game, you will find the character doing a simple attack.

The following steps will try to walk through you how to correctly bound an input with an Action.