Puzzles
Last updated
Last updated
Write a new script and derive it from PuzzleBase or PuzzleBaseSimple based on your specific requirements.
When deriving from Puzzle Base, the script inspector may look messy. To tidy it up, you can write a basic editor script and place it in the Editor folder. For instance, you can name the script TestPuzzleEditor.
Create a new Cinemachine Virtual Camera by selecting GameObject -> Cinemachine -> Virtual Camera and add it to the puzzle object. Then assign it to the Puzzle Camera field in the Puzzle Base Settings.
Within the Cinemachine Virtual Camera component, set Body to Do nothing and Aim to Do nothing. Then, disable the object.
Be sure to disable the Virtual Camera object, as Cinemachine will automatically switch to the active virtual camera object.
Assign the controls for your puzzle that will be displayed on the puzzle screen to the Controls Format field. The controls should follow this format: [action] Action Title.
To use lockpick puzzle, add the Lockpick Interact component to the puzzle object.
Assign a Lockpick Model that includes the Lockpick Component script. You can choose from Lockpick_Chest or Lockpick_Door.
Select the Bobby Pin Item, by clicking the circular button located to the right of the Item Guid field.