TutorialMAX
-
Getting Started
-
Components
- Camera Reference
- Dynamic Variable Collection Component
- Idle Position Animation
- Idle Rotation Animation
- Timescale Provider
- Custom Bounds
- State Behavior Group Base
- Manual Behavior Group
- TutorialMAX Manager
- Tutorial Manager
- Step-by-step Orchestrator
- Slideshow Orchestrator
- Step Orchestration Settings
- Player Prefs Persistence
- Step
- Step Behavior Group
- Step Pass
- Pass Condition Group
- Pointer
- Pointer Transform Handler
- Pointer State Behavior Group
- Point Step Behavior
- Show Pointer Step Behavior
- Hide Pointer Step Behavior
- Pointer Sequence Behavior
- Highlighter
- Highlighter Behavior Group
- Canvas Highlight Rect
- Area Factory Highlighter Behavior
- Highlight State Behavior
- Message
- Message Factory Behavior
- Set Message State Behavior
- Clear Message State Behavior
- Message Canvas Text Presenter
- Message Object Content Presenter
- Message RectTransform Handler
- Tooltip
- Show Tooltip
- Hide Tooltip
- Keep Tooltip Alive
- Debug.Log Behavior
- Invoke Step Behavior
- Set Time Scale Behavior
- Show UIToolkit Object Behavior
- Animator Set Bool Behavior
- Animator Set Float Behavior
- Animator Trigger Behavior
- Transform Scale State Behavior
- Canvas Group Alpha State Behavior
- Set Image Color Behavior
- Set TextMeshProUGUI State Behavior
- Swap UI Image Sprite Behavior
- Activate Object Behavior
- Destroy Object State Behavior
- Instantiate Prefab Behavior
- Renderer Material Tint State Behavior
- Activate Tutorial State Behavior
- Set Step Status State Behavior
- Set Bool Variable Behavior
- Set Int Variable Behavior
- Set Float Variable Behavior
- Set String Variable Behavior
- Pass Manual Event Condition
- Pass Canvas Button Condition
- Pass Object Destroy Condition
- Pass Pointer Condition
- Pass Time Delay Condition
- Pass Transform Change Condition
Custom Bounds
Many components in TutorialMAX determine bounds of certain objects. For instance, highlighters would determine the bounds of the object to highlight; just like many transform and bounds modifiers.
Here's how it works:
-
Renderers:
If there's any component defined on the target GameObject deriving from
Renderer
, its bounds property will be used. -
Colliders:
If there's any component defined on the target GameObject deriving from
Collider
, its bounds property will be used. - RectTransforms: This is there to support objects on canvas.
-
Custom Contract:
If there's any component implementing the
ITutorialBoundsProvider
interface, it will be used. A component that implements this interface is always prioritized over other possibilities.
You can easily define the bounds manually by adding the
TutorialCustomBounds
component.