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.
Name | Description |
---|---|
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. |
Name | Description |
---|---|
Initialization Scene | The name of the scene that contains the GameManager prefab. In the launching process, the GameManager prefab is set to |
Main Menu Scene | 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 Scene Node. |
Default Starting Zone | 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 Scene Node. |
Name | Description |
---|---|
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 | If true, and Use New Game Window is true, the player can select their Faction in the New Game Window. |
New Game Race | If true, and Use New Game Window is true, the player can select their Race in the New Game Window. |
New Game Class | If true, and Use New Game Window is true, the player can select their Character Class in the New Game Window. |
New Game Specialization | If true, and Use New Game Window is true, and New Game Class is true, the player can select their Class Specialization in the New Game Window. |
New Game Audio | An Audio Profile that contains an audio clip to play while the New Game Window is open. |
Default Player Unit Profile | If Use New Game Window is false, all new players will start the game using this Unit Profile. |
Default Unit Profiles | A list of Unit Profiles 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. |
Name | Description |
---|---|
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. |
Name | Description |
---|---|
Default Inventory Slots | The number of slots the player inventory contains, without any Bags equipped. |
Default Bank Slots | |
Max Inventory Bags | The maximum number of bags a player can have equipped on their character. |
Max Bank Bags | The maximum number of bags a player can have equipped at the Bank. |
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 |
Name | Description |
---|---|
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 | The Audio Profile to play when fall damage is taken. If this value is set, it will override the Fall Damage Audio Clip setting. |
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. |
Name | Description |
---|---|
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 |
Name | Description |
---|---|
System Animation Profile Name | This Animation Profile 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. |
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. |
Name | Description |
---|---|
Default Animation Profile Name | This Animation Profile will override the system animations included in the engine when no other unit or weapon specific animations are in use. |
Default Animation Controller | The animation controller that will be used to animate characters by default. |
Name | Description |
---|---|
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. |
Name | Description |
---|---|
Currency Group Name | A Currency Group that will be shown by default in tooltips and the Vendor UI window. |
Vendor Price Multiplier |
Name | Description |
---|---|
Kill Currency Name | If Automatic Currency is enabled for a Lootable Character, this Currency will be dropped. |
Kill Currency Amount Per Level | If Automatic Currency is enabled for a Lootable Character, this Currency amount will be multiplied by the character level. |
Quest Currency Name | |
Quest Currency Amount Per Level |
Name | Description |
---|---|
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 |
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 |
Name | Description |
---|---|
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 |
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 |
Default Despawn Timer | The default amount of time before a unit despawns after killed and looted. |
Name | Description |
---|---|
Weapon DPS Budget Per Level | Weapons with Dynamic Level set to true will get this amount of DPS per level. |
Name | Description |
---|---|
Stat Budget Per Level | A Per level stat budget that will be applied to all Character Stats, in addition to their individual budgets. |
Name | Description |
---|---|
Power Resources | A list of Power Resources that all characters will have. |
Capabilities | A list of Capabilities that all characters will have. |
Name | Description |
---|---|
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. |
Name | Description |
---|---|
Level Up Effect Name | The Ability Effect to cast on a player when they level up. |
Death Effect Name | The Ability Effect to cast on a player when they die. |
Loot Sparkle Effect Name | The Ability Effect to cast on any character when it has loot that can be collected. |
Name | Description |
---|---|
Weapon Miss Audio Clip | The audio clip to play whenever a weapon (or unarmed) attack misses. |
Vendor Audio Clip | This audio clip will play whenever buying from or selling to a Vendor. |
Vendor Audio Profile Name | This Audio Profile will play whenever buying from or selling to a Vendor. If this value is set, it will override the Vendor Audio Clip setting above. |
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. |
Name | Description |
---|---|
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. |
Name | Description |
---|---|
Real Time Unit Frame Camera | Using a real time camera will reduce performance. |
Name | Description |
---|---|
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. |
Name | Description |
---|---|
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. |
Name | Description |
---|---|
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. |
Name | Description |
---|---|
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. |
Name | Description |
---|---|
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. |
Name | Description |
---|---|
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 | A map of Faction relationship colors to materials to use when displaying a highlight circle when a target character is selected. Source Color The Faction 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. |
Temporary Material | The material to use when causing an Interactable to glow on mouseover. |
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. |
Name | Description |
---|---|
Quest Log Size | The maximum number of quests in the quest log. |
Name | Description |
---|---|
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. |