Unity-NorthStar / data /Assets /Tutorial /pages /Scene Walkthrough.asset
introvoyz041's picture
Migrated from GitHub
d883ffe verified
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 645f4231a451006409b7afbabdd9f82d, type: 3}
m_Name: Scene Walkthrough
m_EditorClassIdentifier:
m_displayName: Scene Walkthrough
m_hierarchyName:
m_context: {fileID: 11400000, guid: 7bc48e917d874174d878ee9e740cc39c, type: 2}
m_markdownFile: {fileID: 0}
m_priority: 0
<References>k__BackingField:
- Header: Launch Scene
Description: This scene loads on game launch and loads PSOs required for the
North Star experience generated from Unity's internal cache (this removes hitching
caused by runtime generation on all shader variants).
Reference:
m_referenceType: 0
m_obj: {fileID: 102900000, guid: 296af425155007f4aa00795226aa9323, type: 3}
m_classType:
m_scene: {fileID: 102900000, guid: 296af425155007f4aa00795226aa9323, type: 3}
m_name: Game Flow
m_path:
m_guid:
m_instanceID: 0
- Header: Beat 1
Description: 'A scene that handles all game logic for Beat 1.
Beat 1
commences with the player adrift, castaway in the middle of the ocean on a
piece of debris. They can ring the bell to start the adventure, and use the
available Spyglass to pierce the surrounding fog and witness an approaching
vessel.
The Polaris emerges from the fog, her crew spotting the player
and rescuing them from their peril.'
Reference:
m_referenceType: 0
m_obj: {fileID: 102900000, guid: 4253da1135ef5c94e829156efbf3bc49, type: 3}
m_classType:
m_scene: {fileID: 102900000, guid: 4253da1135ef5c94e829156efbf3bc49, type: 3}
m_name: Beat 1
m_path:
m_guid:
m_instanceID: 0
- Header: Beat 1 Game Flow Manager
Description: Automatically progresses the narrative based on where it is in larger
flow.
Reference:
m_referenceType: 5
m_obj: {fileID: 0}
m_classType:
m_scene: {fileID: 102900000, guid: 4253da1135ef5c94e829156efbf3bc49, type: 3}
m_name: Game Flow
m_path:
m_guid:
m_instanceID: 0
- Header: Beat 1 Environment Manager
Description: Where the environment and ocean logic is driven.
Reference:
m_referenceType: 5
m_obj: {fileID: 0}
m_classType:
m_scene: {fileID: 102900000, guid: 4253da1135ef5c94e829156efbf3bc49, type: 3}
m_name: Environment
m_path:
m_guid:
m_instanceID: 0
- Header: Beat 2
Description: "A scene that handles all game logic for Beat 2.\n\nBeat 2 starts
with the player awakening in the Captain's Cabin onboard the Polaris. They
learn to teleport and are able to pick up and interact with items on the table
as the Captain, Bessie, enters and greets the player. Following her out onto
the main deck, it's revealed the crew have arrived at an island and are currently
docked. \r\n\r\nThe player is offered to join as the ship's new deckhand and
is put through a series of tests to prove they can join the crew. Along the
way they meet Audrey (ship Engineer) and Thomas (Navigator). They learn how
to set sail and take the helm to commence the adventure."
Reference:
m_referenceType: 0
m_obj: {fileID: 102900000, guid: a57d475038ada9f479b1217d29533883, type: 3}
m_classType:
m_scene: {fileID: 102900000, guid: a57d475038ada9f479b1217d29533883, type: 3}
m_name: Beat 2
m_path:
m_guid:
m_instanceID: 0
- Header: Beat 2 Game Flow Manager
Description: Automatically progresses the narrative based on where it is in larger
flow.
Reference:
m_referenceType: 5
m_obj: {fileID: 0}
m_classType:
m_scene: {fileID: 102900000, guid: a57d475038ada9f479b1217d29533883, type: 3}
m_name: Game Flow
m_path:
m_guid:
m_instanceID: 0
- Header: Beat 2 Environment Manager
Description: Where the environment and ocean logic is driven.
Reference:
m_referenceType: 5
m_obj: {fileID: 0}
m_classType:
m_scene: {fileID: 102900000, guid: a57d475038ada9f479b1217d29533883, type: 3}
m_name: Environment
m_path:
m_guid:
m_instanceID: 0
- Header: Beat 3 and Beat 4
Description: "A scene that handles all game logic for Beats 3 and 4. \n\nTo manage
performance overhead, and given both Beats take place in a similar environment,
Beat 3 and Beat 4 were combined into a single scene.\n\nDuring Beat 3 the Polaris
is out in open ocean once again. The player learns to re-angle the sails while
getting to know their fellow crew members. A large wave knocks cargo overboard,
and Audrey teaches the player how to use the Harpoon to retrieve crates from
the ocean.\n\nTo start Beat 4, looking through the spyglass reveals an approaching
storm. The player helps tie down and secure the cargo before the storm hits!
The player is assailed by beating rain, heavy waves and flashing lightning
as they retreat to the safty of the cabin.\r"
Reference:
m_referenceType: 0
m_obj: {fileID: 102900000, guid: 2dcf87d114aaed54792cd4ec343e2aa9, type: 3}
m_classType:
m_scene: {fileID: 102900000, guid: 2dcf87d114aaed54792cd4ec343e2aa9, type: 3}
m_name: Beat 3
m_path:
m_guid:
m_instanceID: 0
- Header: Beat 3 and 4 Game Flow Manager
Description: Automatically progresses the narrative based on where it is in larger
flow.
Reference:
m_referenceType: 5
m_obj: {fileID: 0}
m_classType:
m_scene: {fileID: 102900000, guid: 2dcf87d114aaed54792cd4ec343e2aa9, type: 3}
m_name: Game Flow
m_path:
m_guid:
m_instanceID: 0
- Header: Beat 3 and 4 Environment Manager
Description: Where the environment and ocean logic is driven.
Reference:
m_referenceType: 5
m_obj: {fileID: 0}
m_classType:
m_scene: {fileID: 102900000, guid: 2dcf87d114aaed54792cd4ec343e2aa9, type: 3}
m_name: Environment
m_path:
m_guid:
m_instanceID: 0
- Header: Beat 5
Description: "A scene that handles all game logic for Beat 5. \n\nWhen the storm
eases, the crew leave the cabin to inspect the damage to the Polaris. The ship
is knocked and Thomas is thrown overboard. When the player throws him a life
buoy, a giant tentacle hoists him in the air. The Kraken has emerged. The player
must use the harpoon to defend the ship from the tentacles, before working
with Audrey to reveal the beast's head and finally drive him off.\r"
Reference:
m_referenceType: 0
m_obj: {fileID: 102900000, guid: 90272b03ea5f6cd46b3a114b02465794, type: 3}
m_classType:
m_scene: {fileID: 102900000, guid: 90272b03ea5f6cd46b3a114b02465794, type: 3}
m_name: Beat 5
m_path:
m_guid:
m_instanceID: 0
- Header: Beat 5 Game Flow Manager
Description: Automatically progresses the narrative based on where it is in larger
flow.
Reference:
m_referenceType: 5
m_obj: {fileID: 0}
m_classType:
m_scene: {fileID: 102900000, guid: 90272b03ea5f6cd46b3a114b02465794, type: 3}
m_name: Game Flow
m_path:
m_guid:
m_instanceID: 0
- Header: Beat 5 Environment Manager
Description: Where the environment and ocean logic is driven.
Reference:
m_referenceType: 5
m_obj: {fileID: 0}
m_classType:
m_scene: {fileID: 102900000, guid: 90272b03ea5f6cd46b3a114b02465794, type: 3}
m_name: Environment
m_path:
m_guid:
m_instanceID: 0
- Header: Beat 6
Description: "A scene that handles all game logic for Beat 6.\n\nThomas scrambles
back onboard safely. Bessie reveals that they have arrived at their destination,
based on the player's hand turning completely silver. Togehter with Audrey
they turn two cranks to lift a heavy diving bell onto the deck. The player
enters and is dropped into the ocean to seek the treasure below.\r"
Reference:
m_referenceType: 0
m_obj: {fileID: 102900000, guid: 7afc5ac21c11b3948a47f3eb1f4b9f33, type: 3}
m_classType:
m_scene: {fileID: 102900000, guid: 7afc5ac21c11b3948a47f3eb1f4b9f33, type: 3}
m_name: Beat 6
m_path:
m_guid:
m_instanceID: 0
- Header: Beat 6 Game Flow Manager
Description: Automatically progresses the narrative based on where it is in larger
flow.
Reference:
m_referenceType: 5
m_obj: {fileID: 0}
m_classType:
m_scene: {fileID: 102900000, guid: 7afc5ac21c11b3948a47f3eb1f4b9f33, type: 3}
m_name: Game Flow
m_path:
m_guid:
m_instanceID: 0
- Header: Beat 6 Environment Manager
Description: Where the environment and ocean logic is driven.
Reference:
m_referenceType: 5
m_obj: {fileID: 0}
m_classType:
m_scene: {fileID: 102900000, guid: 7afc5ac21c11b3948a47f3eb1f4b9f33, type: 3}
m_name: Environment
m_path:
m_guid:
m_instanceID: 0
- Header: Beat 7
Description: "A scene that handles all game logic for Beat 7.\n\nThe player pulls
the lever to descend through the depths of the ocean in the diving bell, witnessing
the marvels that lay in wait. When they step out of the diving bell, they can
use their hands to gesture towards the waiting shimmering orb, drawing it towards
them, and witness the conclusion of the adventure.\r"
Reference:
m_referenceType: 0
m_obj: {fileID: 102900000, guid: 0535de9e9d0c6044c883aeb804c4723a, type: 3}
m_classType:
m_scene: {fileID: 102900000, guid: 0535de9e9d0c6044c883aeb804c4723a, type: 3}
m_name: Beat 7
m_path:
m_guid:
m_instanceID: 0
- Header: Beat 7 Game Flow Manager
Description: Automatically progresses the narrative based on where it is in larger
flow.
Reference:
m_referenceType: 5
m_obj: {fileID: 0}
m_classType:
m_scene: {fileID: 102900000, guid: 0535de9e9d0c6044c883aeb804c4723a, type: 3}
m_name: Game Flow
m_path:
m_guid:
m_instanceID: 0
- Header: Beat 7 Environment Manager
Description: Where the environment and ocean logic is driven.
Reference:
m_referenceType: 5
m_obj: {fileID: 0}
m_classType:
m_scene: {fileID: 102900000, guid: 0535de9e9d0c6044c883aeb804c4723a, type: 3}
m_name: Environment
m_path:
m_guid:
m_instanceID: 0
- Header: Free Sailing Scene
Description: A scene to freeplay with the sailing mechanics (accessibile in-game
from the pause menu).
Reference:
m_referenceType: 5
m_obj: {fileID: 0}
m_classType:
m_scene: {fileID: 102900000, guid: f9b9f89e73ffd6e4f8cd3566cd336d81, type: 3}
m_name: Environment
m_path:
m_guid:
m_instanceID: 0