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<References>k__BackingField:
- Header: Task Manager
Description: "Each gameplay beat is broken up into a series of objects called
Task Sequences, which act as chapters of the game. Each Task Sequence consists
of one or more Task Definitions. A sequence is complete when all tasks within
it are marked as done. The Task Manager handles the progression, starting the
next sequence upon completion of the previous one.\r"
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m_name: Beat 1
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- Header: Game Flow Prefab
Description: Each gameplay beat requires a Game Flow Controller to link the narrative
between scenes. set the First Task to the earliest sequence in that scene.
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- Header: Environment Prefab
Description: "The Environment prefab controls the weather, time of day and ocean
states for each beat. This prefab is included in each scene that requires weather
and ocean. \n\nAdjust the Profiles for both the Environment and Ocean to adjust
the weather and ocean conditions. \nSet Target Profile in the Environment System
to define the starting Environment Profile for a scene. \nUse Event Receivers
to call weather transitions from the narrative via Task Sequencers."
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m_name: Beat 1
m_path: Packages/com.meta.utilities.environment/Runtime/Scripts/Environment/Environment.prefab
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- Header: Player Prefab
Description: 'This prefab holds all logic for player interactions in North Star,
it is required in every scene to play the experience. This showcases how the
Meta Interaction SDK can be used for a variety of interactions, such as rope
manipulation, and built upon, such as the grab teleport interaction.
The
Player prefab also drives the inside-out body tracking, hand-tracking and height
scaling logic.'
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- Header: Gameplay Beats
Description: North Star presents its narrative in a series of gameplay "beats",
which each feature unique locations, time of day and weather effects. These
beats are broken into scenes so they could be worked on in parallel and manage
performance overhead.
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