%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: Project Walkthrough m_EditorClassIdentifier: m_displayName: Project Walkthrough m_hierarchyName: m_context: {fileID: 11400000, guid: 4dc212cd06f83ca4baa3478d4819f567, type: 2} m_markdownFile: {fileID: 0} m_priority: 0 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" Reference: m_referenceType: 0 m_obj: {fileID: 11400000, guid: 57fad0abf2d8aae458a37580a5c44e51, type: 2} m_classType: m_scene: {fileID: 102900000, guid: 4253da1135ef5c94e829156efbf3bc49, type: 3} m_name: Beat 1 m_path: m_guid: 84286 m_instanceID: 0 - 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. Reference: m_referenceType: 2 m_obj: {fileID: 1457212719209491442, guid: d7870b5efb411ff44891569bc5bfcc7e, type: 3} m_classType: m_scene: {fileID: 102900000, guid: 4253da1135ef5c94e829156efbf3bc49, type: 3} m_name: Beat 1 m_path: Assets/NorthStar/Prefabs/Gameplay/Narrative/Game Flow.prefab m_guid: m_instanceID: 0 - 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." Reference: m_referenceType: 2 m_obj: {fileID: 7551464548422377616, guid: 7a7ec62ce47343c4daecd7f32bc164c9, type: 3} m_classType: m_scene: {fileID: 102900000, guid: 4253da1135ef5c94e829156efbf3bc49, type: 3} m_name: Beat 1 m_path: Packages/com.meta.utilities.environment/Runtime/Scripts/Environment/Environment.prefab m_guid: m_instanceID: 0 - 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.' Reference: m_referenceType: 4 m_obj: {fileID: 3520892789675948800, guid: 09b0bd0363debca41b94ef460a882c06, type: 3} m_classType: m_scene: {fileID: 102900000, guid: f9b9f89e73ffd6e4f8cd3566cd336d81, type: 3} m_name: Environment m_path: m_guid: m_instanceID: 51674 - 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. Reference: m_referenceType: 2 m_obj: {fileID: 102900000, guid: dbe76fac2f21e014a99f2539eaa8c172, type: 3} m_classType: m_scene: {fileID: 102900000, guid: 2dcf87d114aaed54792cd4ec343e2aa9, type: 3} m_name: Game Flow m_path: Assets\NorthStar\Scenes\#GameplayBeats m_guid: m_instanceID: 0