Configuring your game
Last updated
Last updated
All configuration options that apply to the entire game are set through the System Configuration Manager.
After using the New Game Wizard to create your game, you can find the System Configuration Manager in the Game Manager prefab at the following directory path : Games/YourGameName/Prefab/GameManager.
The System Configuration Manager has over 100 settings. They are grouped in common related themes, and listed below.
Game Name
The name of the game that will show on the main menu screen when the game is first launched.
Game Version
The version number that will show on the main menu screen when the game is first launched.
Load Resources Folders
Because AnyRPG supports multiple games in the same project, it is necessary to only load the Scriptable Objects that apply to the correct game. Each game has its own resources in subfolder of a Resources folder in the format Resources/YourGameName. This has the added benefit of allowing the developer to have shared resources that can be re-used across multiple games. This list contains the names of all Resources subfolders that should be loaded into memory when the game is launched.
Initialization Scene
Main Menu Scene
Default Starting Zone
Default Player Name
If Use New Game Window is false, the player will start a new game with this name. If Use New Game Window is true, the player will have its name set to this by default.
Use New Game Window
If true, the player will be presented with a screen to customize the character name before launching a new game.
Edit Player Name
If true, the player name can be modified in the new game window.
Player Name Source
Default Player Name The player name will be set to the default defined above. Unit Profile The player name will be changed based on the unit profile selected.
Character Selection Type
When the new game window is used, what method will be used to select a character. Default Character Only the default character will be available. Character List The faction will control the list. Race And Gender A Male or Female character can be chosen after the race is selected.
New Game Appearance
If true, and Use New Game Window is true, show the appearance tab in the New Game Window.
New Game Faction
New Game Race
New Game Class
New Game Specialization
New Game Audio
Default Player Unit Profile
Default Unit Profiles
Use First Creator Profile
If true, when the character creator is used in-game, the character will be forced to use the first character creator profile, rather than their current model.
Default Inventory Slots
Default Bank Slots
Max Inventory Bags
The maximum number of bags a player can have equipped on their character.
Max Bank Bags
Default Backpack Item
If this field is not null, the player will have this item equipped as their backpack when starting a new game.
Default Bank Contents
Default Controller Configuration
The controller configuration that will be enabled by default the first time the game is launched. This can be changed by the player in the in-game options menu. Mouse And Keyboard Mouse and Keyboard control will be enabled and the player will use strafe mode as the movement default. Mouse and Keyboard action bars will be shown. Game Pad Game Pad control will be enabled and the player will use free run mode as the movement default. Game Pad action bars will be shown.
Max Turn Speed
The maximum turn speed in degrees per second.
Walk Speed
The default character walk speed in meters per second.
Run Speed
The default character run speed in meters per second.
Swim Speed
The default character swim speed in meters per second.
Fly Speed
The default character fly speed in meters per second.
Glide Speed
The default character glide speed in meters per second.
Glide Fall Speed
The speed the character will fall while gliding in meters per second.
Use Fall Damage
If true, the player will take damage when falling from heights.
Fall Damage Per Meter
If fall damage is used, the amount of damage per meter fallen the player will take.
Fall Damage Min Distance
If fall damage is used, the minimum distance the player must fall before damage is taken.
Fall Damage Audio Clip
The audio clip to play when fall damage is taken.
Fall Damage Audio
Use Third Party Movement Controller
THIS FEATURE IS DEPRECATED. DO NOT USE.
Allow Auto Attack
If true, the player will automatically attack with the current auto-attack even when no abilities are actively used. If a third party movement controller is used, disable this to prevent movement lock in combat.
Use Third Party Camera Control
THIS FEATURE IS DEPRECATED. DO NOT USE.
Third Party Camera
THIS FEATURE IS DEPRECATED. DO NOT USE.
System Animation Profile Name
System Animation Profile Name
Sync Movement Animation Speed
If true, movement animations will be sped up or slowed down to match the actual speed (in m/s) the character is moving at. This will reduce foot sliding, but may result in more jerky looking movement.
Default Animation Profile Name
Default Animation Controller
The animation controller that will be used to animate characters by default.
Max Level
The character cannot level up past this level.
XP Required Per Level
Every level, the amount of experience you need for the next level is increased by this amount.
Currency Group Name
Vendor Price Multiplier
Kill Currency Name
Kill Currency Amount Per Level
Quest Currency Name
Quest Currency Amount Per Level
Base Quest XP
A flat experience amount to add to all quests that does not scale with level.
Quest XP Per Level
A flat experience amount to add to all quests that does scale with level.
Use Quest XP Level Multiplier Denominator
If true, the experience per level will be multiplied by (1 / level)
.
Quest XP Multiplier Level Cap
If the above option is true, and this value is more than 0, the experience per level will be multiplied by (1 / level)
.
Base Kill XP
A flat experience amount to add to all kills that does not scale with level.
Kill XP Per Level
A flat experience amount to add to all kills that does scale with level.
Use Kill XP Level Multiplier Denominator
If true, the experience per level will be multiplied by (1 / level)
.
Kill XP Multiplier Level Cap
If the above option is true, and this value is more than 0, the experience per level will be multiplied by (1 / level)
.
Default Despawn Timer
The default amount of time before a unit despawns after killed and looted.
Weapon DPS Budget Per Level
Stat Budget Per Level
Power Resources
Capabilities
Default Character Unit Layer
Character units will automatically be set to this layer so they can respond to AOE / looting and other things that filter by this layer.
Default Player Unit Layer
Player units will automatically be set to this layer.
Level Up Effect Name
Death Effect Name
Loot Sparkle Effect Name
Weapon Miss Audio Clip
The audio clip to play whenever a weapon (or unarmed) attack misses.
Vendor Audio Clip
Vendor Audio Profile Name
Max Chat Text Distance
The maximum distance at which chat in dialogs above characters will also appear in the player chat log. Prevents distant conversations from spamming logs.
Auto Pixels Per Meter
When a minimap texture for a scene cannot be found, how many pixels per meter should be used when taking an automatic snapshot. A higher number results in better image quality, but also higher memory usage.
Player Mini Map Icon
The icon to show on the mini map to represent the player.
Character Mini Map Icon
The icon to show on the mini map to represent all PC and NPC characters that are not the current player.
Real Time Unit Frame Camera
Using a real time camera will reduce performance.
Default UI Color
Default UI color for static elements that have no additional transparency applied to them.
Default UI Fill Color
Default UI color for background of UI sliders.
Highlight Outline Color
Default UI color for outline image, when the mouse is hovering over an image.
Highlight Image Color
Default UI color for background highlight image, when a UI element has been clicked on and is the active image from a group of images.
Highlight Button Color
Default UI color for the button image on highlight buttons.
Button Normal Color
The normal color for button UI elements.
Button Highlighted Color
The highlight color for button UI elements.
Button Pressed Color
The pressed color for button UI elements.
Button Selected Color
The selected color for button UI elements.
Button Disabled Color
The disabled color for button UI elements.
Default UI Panel Frame
The image to use for the frame of UI panel elements.
Default Faction Icon
The faction icon to show on the load game screen when the player has no faction.
System Bar Main Menu
The main menu icon to show on the UI system bar.
System Bar Ability Book
The ability book icon to show on the UI system bar.
System Bar Character
The character icon to show on the UI system bar.
System Bar Quest Log
The quest log icon to show on the UI system bar.
System Bar Map
The map icon to show on the UI system bar.
System Bar Skills
The skills icon to show on the UI system bar.
System Bar Reputations
The reputations icon to show on the UI system bar.
System Bar Currencies
The currencies icon to show on the UI system bar.
System Bar Achievements
The achievements icon to show on the UI system bar.
System Bar Inventory
The inventory icon to show on the UI system bar.
Use Quest Tracker
Use Quest Tracker Default
If true, and User Choice is selected, the element is shown by default when a new game is started.
Use System Bar
Use System Bar Default
If true, and User Choice is selected, the element is shown by default when a new game is started.
Use Action Bar 1
Use Action Bar 1 Default
If true, and User Choice is selected, the element is shown by default when a new game is started.
Use Action Bar 2
Use Action Bar 2 Default
If true, and User Choice is selected, the element is shown by default when a new game is started.
Use Action Bar 3
Use Action Bar 3 Default
If true, and User Choice is selected, the element is shown by default when a new game is started.
Use Action Bar 4
Use Action Bar 4 Default
If true, and User Choice is selected, the element is shown by default when a new game is started.
Use Action Bar 5
Use Action Bar 5 Default
If true, and User Choice is selected, the element is shown by default when a new game is started.
Use Action Bar 6
Use Action Bar 6 Default
If true, and User Choice is selected, the element is shown by default when a new game is started.
Use Action Bar 7
Use Action Bar 7 Default
If true, and User Choice is selected, the element is shown by default when a new game is started.
Use Player Unit Frame
Use Player Unit Frame Default
If true, and User Choice is selected, the element is shown by default when a new game is started.
Use Target Unit Frame
Use Target Unit Frame Default
If true, and User Choice is selected, the element is shown by default when a new game is started.
Use Floating Cast Bar
Use Floating Cast Bar Default
If true, and User Choice is selected, the element is shown by default when a new game is started.
Use Mini Map
Use Mini Map Default
If true, and User Choice is selected, the element is shown by default when a new game is started.
Use Experience Bar
Use Experience Bar Default
If true, and User Choice is selected, the element is shown by default when a new game is started.
Use Floating Combat Text
Use Floating Combat Text Default
If true, and User Choice is selected, the element is shown by default when a new game is started.
Use Message Feed
Use Message Feed Default
If true, and User Choice is selected, the element is shown by default when a new game is started.
Use Status Effect Bar
Use Status Effect Bar Default
If true, and User Choice is selected, the element is shown by default when a new game is started.
Use Combat Log
Use Combat Log Default
If true, and User Choice is selected, the element is shown by default when a new game is started.
Never
Do not show the element.
User Choice
The user can enable or disable the element in the game settings when playing.
Always
The element will always be shown.
Default Cast Target Circle
The material that will be used to display the cast target on the ground when casting ground targeted spells.
Highlight Circle Color Map
Temporary Material
Multiple Interaction Name Plate Image
An image to use on a nameplate if there is more than 1 valid interactable option.
Multiple Craft Name Plate Image
An image to use on a nameplate if only crafting is available, but more than 1 craft skill can be shown.
Bank Interaction Panel Image
An image to use beside a bank option in the interaction UI window.
Bank Name Plate Image
An image to for a bank option on a nameplate.
Quest Giver Interaction Panel Image
An image to use beside a quest giver option in the interaction UI window.
Quest Giver Name Plate Image
An image to for a quest giver option on a nameplate.
Dialog Interaction Panel Image
An image to use beside a dialog option in the interaction UI window.
Dialog Name Plate Image
An image to for a dialog option on a nameplate.
Name Change Interaction Panel Image
An image to use beside a name change option in the interaction UI window.
Name Change Name Plate Image
An image to for a name change option on a nameplate.
Cut Scene Interaction Panel Image
An image to use beside a cutscene option in the interaction UI window.
Cut Scene Name Plate Image
An image to for a cutscene option on a nameplate.
Lootable Character Interaction Panel Image
An image to use beside a lootable character option in the interaction UI window.
Lootable Character Name Plate Image
An image to for a lootable character option on a nameplate.
Character Creator Interaction Panel Image
An image to use beside a character creator option in the interaction UI window.
Character Creator Name Plate Image
An image to for a character creator option on a nameplate.
Unit Spawn Controller Interaction Panel Image
An image to use beside a unit spawn controller option in the interaction UI window.
Unit Spawn Controller Name Plate Image
An image to for a unit spawn controller option on a nameplate.
Faction Change Interaction Panel Image
An image to use beside a faction change option in the interaction UI window.
Faction Change Name Plate Image
An image to for a faction change option on a nameplate.
Class Change Interaction Panel Image
An image to use beside a class change option in the interaction UI window.
Class Change Name Plate Image
An image to for a class change option on a nameplate.
Vendor Interaction Panel Image
An image to use beside a vendor option in the interaction UI window.
Vendor Name Plate Image
An image to for a vendor option on a nameplate.
Portal Interaction Panel Image
An image to use beside a portal option in the interaction UI window.
Portal Name Plate Image
An image to for a portal option on a nameplate.
Skill Trainer Interaction Panel Image
An image to use beside a skill trainer option in the interaction UI window.
Skill Trainer Name Plate Image
An image to for a skill trainer option on a nameplate.
Music Player Interaction Panel Image
An image to use beside a music player option in the interaction UI window.
Music Player Name Plate Image
An image to for a music player option on a nameplate.
Quest Log Size
The maximum number of quests in the quest log.
Time Of Day Speed
This value is a multiplier. For every 1 second of real-world time that passes, x seconds of in-game time will pass.
Default Sun Angle
The number of degrees around the X axis that the sun will be rotated compared to world space. 0 is pointing directly North, 90 is pointing straight down (directly over the player head), 180 is pointing directly South.
Default Sun Gradient
A color gradient to use for the sun color. The ends represent midnight, and the center is noon. The alpha value controls sun light intensity and skybox blending.
The name of the scene that contains the GameManager prefab. In the launching process, the GameManager prefab is set to DontDestroyOnLoad
and then the Main Menu Scene is loaded.
If the game is launched from a content scene that has a prefab in it, that scene will be unloaded, and the Initialization Scene will be immediately loaded to start the launching process properly.
The name of the scene that contains the main menu, where the player can start new games or load existing saved games. This name can be the name of the scene on disk, or the friendly name configured in a .
If your game is not configured to allow choosing a Faction when starting a game, or the the Faction's Default Starting Zone field is empty, then new players will start their adventures in this scene. This name can be the name of the scene on disk, or the friendly name configured in a .
If true, and Use New Game Window is true, the player can select their in the New Game Window.
If true, and Use New Game Window is true, the player can select their in the New Game Window.
If true, and Use New Game Window is true, the player can select their in the New Game Window.
If true, and Use New Game Window is true, and New Game Class is true, the player can select their in the New Game Window.
An that contains an audio clip to play while the New Game Window is open.
If Use New Game Window is false, all new players will start the game using this .
A list of that should always be available if the character selection type is 'Character List' or no faction is available or the current faction is configured to show default profiles.
The number of slots the player inventory contains, without any equipped.
The number of slots the contains, without any equipped.
The maximum number of bags a player can have equipped at the .
A list of that the player will have in their when starting a new game.
The to play when fall damage is taken. If this value is set, it will override the Fall Damage Audio Clip setting.
This should contain references to all the default animations that are on the default animation controller so the system knows which animations to replace when overriding them.
This will override the system animations included in the engine when no other unit or weapon specific animations are in use.
A that will be shown by default in tooltips and the Vendor UI window.
When selling an to a , the offered amount will be the regular purchase amount multiplied by this number.
If Automatic Currency is enabled for a , this will be dropped.
If Automatic Currency is enabled for a , this amount will be multiplied by the character level.
If Automatic Currency is enabled for a , this will be rewarded.
If Automatic Currency is enabled for a , this amount will be multiplied by the level.
with Dynamic Level set to true will get this amount of DPS per level.
A Per level stat budget that will be applied to all , in addition to their individual budgets.
A list of that all characters will have.
A list of that all characters will have.
The to cast on a player when they level up.
The to cast on a player when they die.
The to cast on any character when it has loot that can be collected.
This audio clip will play whenever buying from or selling to a .
This will play whenever buying from or selling to a . If this value is set, it will override the Vendor Audio Clip setting above.
A map of relationship colors to materials to use when displaying a highlight circle when a target character is selected. Source Color The relationship color. Projector Material The material to use for the highlight circle when the character relationship has the Source Color. Tint Material If true, the Projector Material will be tinted with the source color.
The material to use when causing an to glow on mouseover.