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[UPDATED *Price Drop*] The Get Me Started game starter kit v1.1

Discussion in 'Assets and Asset Store' started by NeilM0, Sep 28, 2015.

  1. NeilM0

    NeilM0

    Joined:
    Mar 31, 2009
    Posts:
    135
    Get Me Started v1.1 is now out!

    * New low price of $30 *
    Asset Store Link

    For those who don't know, Get Me Started is a kit to help you get past the boring parts of your game quickly and easily so you can dive right in to what you really want to be working on, the gameplay. Written by a veteran game developer, GMS includes clean code to initialize Heads Up Displays, Loading Screens, Settings Dialogs, and includes a Singleton that spawns in every scene as a prefab that allows you to add component scripts that can be accessed at any time from any place.

    Demo: http://www.eightlines.com/neil/gms/plugin/
    Documentation: http://www.eightlines.com/neil/gms/documentation.html


    What's new in v1.1:

    Features
    • HUDs in the scene will automatically disable themselves when the game is run. Streamlining the HUD development pipeline. You no longer need to add the prefab, make a change, apply it, and delete it before hitting play.
    • BillboardQuad.cs is a script that allows you to billboard a built in Unity quad mesh to face a specific camera. If no camera is specified, it will billboard to Camera.main.

    Bug Fixes:
    • MonoBehaviourXML.cs now properly handles nested serializable scripts to save your characters and objects to XML.
    • Bug fix for UI null reference that showed up in Unity 5.1

    v1.0 Features

    • Built for Unity 5 in C#
    • Run your game from any scene and everything will be properly initialized.
    • Asynchronous loading of scenes
    • Multiple custom loading screens with progress bars, spinners, or whatever else you want
    • A logo fading scene on startup
    • Main menu with settings dialog box
    • Built in language localization
    • Localizable Images
    • Music and Sound Effects tracks
    • Independent Sound Effect/Music volumes
    • In-Game Image quality adjustments
    • Pause dialog with settings adjustments
    • Basic dialog box
    • Yes/No question dialog box with custom button text.
    • Achievements dialog that slides in and out.
    • Per Scene Heads Up Displays (HUD)
    • Save/Load public variables to XML using XML Serialization.
    • Central location for Don't Destroy scripts to manage game functionality
    • Screenshot class that increases the quality levels before taking the image.
    • Scene name enum which can be updated to match the build settings with the click of an editor button.
    • General purpose uGUI based dropdown box. (Until a Unity supported one comes out)
    • Extensible credits screen
    • Customizable Developer "Cheat" dialog
    • Developer HUD with 4:3 safe zone markers and FPS display
    • Bullet Time
    • Example character movement scene which shows 5+ different ways of moving a character
    • Two colour particle shader (Additive & Alpha)
    • One colour plus white particle shader (Additive & Alpha)
    • General purpose 10m x 10m x 12 foot tall room with one sided separated walls for prototyping
    • General purpose power of two grid textures from 32x32 to 2048x2048
    • A right-angle triangular prism model 1m x 1m x 1m in size
    • Average height male mannequin
    • Average height female mannequin
    • Generic coin mesh
    • Generic spike ball mesh
    • Handgun mesh
    • Banana mesh (Peeled and unpeeled)
    • Turtle shell mesh
     
    sicga123 and Gozdek like this.
  2. sicga123

    sicga123

    Joined:
    Jan 26, 2011
    Posts:
    782
    I've been usuing this kit to prototype a small demo game, quite a lot to dig through. I couldn't find a global variables manager though, is one included? If so could you give me a heads up where I should be looking?
     
  3. NeilM0

    NeilM0

    Joined:
    Mar 31, 2009
    Posts:
    135
    There is no global variables manager. Instead everything is accessible through the library prefab. You can add your own components by adding a custom script component to the library. In Lib.cs add two lines and that component will always be accessible.

    Code (CSharp):
    1.     public class Lib : Singleton<Lib>
    2.     {
    3.         public ClockManager Clock;
    4.         public HUDManager HUDRegistrar;
    5.         public AudioManager Audio;
    6.         public MyVariablesComponent GlobalVars;
    7. [...]
    8.         void Awake()
    9.         {
    10.             Clock = GetComponent<ClockManager>();
    11.             HUDRegistrar = GetComponent<HUDManager>();
    12.             Audio = GetComponent<AudioManager>();
    13.             GlobalVars = GetComponent<MyVariablesComponent>();
    Then when you want to use them anywhere in your code base, just type Lib.Instance.GlobalVars.MyInt = 5;

    Or of course, you could add a standard static class anywhere, but I tend to shy away from that in my games.
     
  4. sicga123

    sicga123

    Joined:
    Jan 26, 2011
    Posts:
    782
    Ok, thanks.