Export all data


When your scene is complete and tested you are ready to export all data related to it. First save your mesh from the Mesh tab. 

To do this drag VBAreaTK (child of 2.5dTK) into the Area field and click Create mesh. The bottom option Don’t destroy on save lets you decide whether to keep the mesh in your scene or not. You will find the mesh in 2.5dToolKit/25dTKTools/Scene data/[scene name]/Mesh.

If you want to export only the file containing data for your objects in the scene, do not select Export Object. You can use this file to correctly set objects in a different scene.

This is an example from the MAINFRAME Perspective Demo scene:

Note that the vertices of the areas are not really important but we have included them because someone might find them useful.

If instead you want to export all the objects as prefabs, ready to be dragged into a new scene, select the Export objects option.

In the 2.5dToolKit/25dTKTools/Scene data/[scene name] folder you will find all the prefabs saved from your scene.

The Resources folder is created independently of the Export objects option, when you click Save scene data in the Scene tab. The text file it contains will have the name of the scene and is loaded by the script attached to the character to set the movement parameters.

The scripts are as follows:

CharCtrl25dTKOrtho
CharCtrl25dTKPersp

in the 2.5dToolKit/Demo/Scripts folder
and

CharMoveOrtho
CharMovePersp

in the 2.5dToolKit/25dTKTools/Scripts/External use.

The first two are attached to the character during its initialization in 2.5dToolKit, the second when you export the objects by selecting Export objects.

Remember to save mesh

Remember that the mesh will not be created automatically, you need to follow the steps described above.

To rebuild the scene easily:
Create a new scene
Delete the Main Camera and replace it with the prefab from the Main Camera folder
Add the Background Camera

If you are in a new project you will need to create a new layer called VBBackground and check that VBBgCameraTK has Culling Mask set to this layer and the child  VBBackgroundImgUI is on this layer.

Drag the prefab mesh into the scene
Select it and drag the MatteShadow material found in 2.5dToolKit/Shading into the Element 0 field of Materials.
Drag the CustomTransparentShadowCollectorVal shader found in the same folder into the Shader field.
See here for details.

Drag the character and all game objects into the scene.

Everything will be set up correctly.

vbgamestudio
Author: vbgamestudio