🎮Getting Started

  1. Add GAMEMANAGER and HEROPLAYER objects to the scene by selecting Tools -> UHFPS -> Setup Scene. This will ensure that all required references are assigned between the game manager and the player.

The player's rotation must always be zero. When you rotate the player to face a specific direction, the rotation is automatically transferred to the camera's look rotation, and the player's rotation is reset to zero.

When you lose the reference between the game manager and the player, you can reassign them by following this guide:

pageReferences
  1. In the GAMEMANAGER, navigate to Player Presence Manager and select Player Unlock Type to specify whether you prefer Automatic or Manual unlocking of the player.

With the Player Unlock Type set to Automatically, the player will be unlocked either at the beginning of the game or when loading a saved game.

When the Player Unlock Type is set to Manually, you need to invoke PlayerPresenceManager.UnlockPlayer() in order to unlock the player or PlayerPresenceManager.FadeBackground() to fade out the background through your custom script. This option is useful for playing cutscenes or performing other actions before fully engaging in the game.

Here's how you can unlock the player manually:

using UHFPS.Runtime;

void Start()
{
    // fade out the background and unlock the player
    PlayerPresenceManager.Instance.UnlockPlayer();
    
    // or
    
    // fade out the background
    PlayerPresenceManager.Instance.FadeBackground(true, 
        () => { /* custom actions after fade */ });
}

Last updated