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Starting a new Orthello scene

| User Guide Contents | Download Orthello | C# Class Reference | Asset store link |


To start a new Orthello scene, follow the steps below :

  1. Create a new scene in Unity3D by selecting [Menu] File > New Scene (Ctrl+N)

  2. Unity3D will create an empty scene for you with only a Main Camera present. Orthello needs a main camera to startup so that has to be present. It does not matter how the camera is configured as Orthello will take control of your camera and make it orthographic and reposition it automaticly.

  3. Next step is to drag the OT object into your scene. Scene window or Scene Hierarchy window are both valid tags to drop Orthello objects. You can find the OT system object in {root}/Orthello/Objects.

  4. After dragging the OT object into your scene, you will see the OT object in your scene's hierarchy. If you would expand the outline to expose the children objects of OT you would see :

    • Animations
      Animation object container. All animation objects that you will add to the scene will be automaticly added as children of this container.
    • Containers
      Sprite sheet container. All sprite sheets (image containers) that you will add to the scene will be automaticly added as children of this container.
    • View
      Camera view controller. You can use this object to control the camera view. You can do things like moving, rotating, zooming, follow target objects and managing resolution and pixelperfect settings.
    !IMPORTANT Because Orthello uses an orthographic camera, make sure your editor view orientation is orthographic ( perspective unchecked ) and set to the back view. You should see a yellow rectangular border representing the Orthello camera view in your scene.

  5. Setting up your scene for Orthello is done now that the Orthello OT object is in place. You can now start adding sprite sheets, animations and sprites.


!IMPORTANT!  If you want to use JS Javascript to code your 2D game or application, you will have to move the /Orthello/Standard Assets folder to the {root}/.  The reason of this is that, because   the Orthello framework is a C# coded framework, JS files do not have   access to the C# classes by default. When placing the 'Standard Assets' folder into   the root, the C# classes get compiled first and the JS files will have access to the C# classes.

| Read about compiling order in Unity3D |


| Previous : The orthello.unitypackage | Next : Using sprite containers |

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