DEVELOPERS MANUAL. Philip SUPER HAPPY FUN FUN INC Research Blvd. Suite C-220 Austin, TX, 78759
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1 DEVELOPERS MANUAL Philip SUPER HAPPY FUN FUN INC Research Blvd. Suite C-220 Austin, TX, 78759
2 Table of Contents Quick Start Guide... 3 First Time Setup for Development... 4 Getting Started in Unity... 4 Additional Tools... 6 SureShot SDK... 9 SureShot General Settings... 9 Test Play... 9 Set Up Starting Scene... 9 Save Scene... 9 Save SSettings... 9 Push To Device... 9 SureShot Build Settings Build Settings Network Setup Overlay Settings Controllers SureShot Controllers Standard First Person Version First Person Version rd Person Version rd Person Version rd Person Version Isometric Rail Shooter SureShot Networking Avatars Saving Data SureShot Naming Conventions SureShot API SInput Variables Methods... 18
3 PNPInputManager Variables Methods GunManager Variables Methods NetworkAccount Variables Methods ProfileManager Properties Variables Methods Troubleshooting... 20
4 Quick Start Guide 1. (Optional) Apply rough side of Velcro on the bottom of the SureShotHD console. 2. (Optional) Apply soft side of Velcro to the top of the monitor or tv that you wish to use. Apply Velcro to the center of the tv or monitor the best you can. 3. Plug in HDMI cord into a tv or monitor and then in to the back of the SureShotHD console. 4. Plug in small side of mod b usb cord into the back of the SureShotHD platform. 5. Plug in normal usb side of cord into the computer you wish to use for development. a. As a note, longer usb cords will be needed if your development computer is too far from the tv or monitor you wish to use. 6. Wait for the system to boot up to the SureShotHD screen. Once you see a small box with a gun that says Scanning, turn on gun by pulling the trigger. 7. Follow the instructions on screen to calibrate the gun. Take your time aiming for better results. 8. Select PLAY NOW to play as a guest.
5 First Time Setup for Development Getting Started in Unity 1. Follow the instructions from the Quick Start Guide to get your console set up. 2. Downloading the android usb driver and RK3066 driver maybe required for your computer to recognize the SureShot platform. 3. Ensure you are using Unity 5.3.3f1. a. You are welcome to use any higher version of Unity, but it has only been tested for stability with version 5.3.3f1. You are responsible for ensuring all systems are working when turning in your game for review to be submitted to the SureShot Shop. b. If operating system or in game overlay features are not working properly due to the Unity version your game will not pass review. c. You must use android 4.4 and.net 2.0 as the target sdk and framework for android when building regardless of Unity version. These settings may be found at File > Build Settings > Player Settings 4. Open your project in Unity. 5. Go to File > Build Settings and make sure your project platform is Android. If it is not, select android and switch platforms. a. If you are targeting multiple platforms it is recommended that you keep a separate library for each platform so that you do not have to reimport assets every time you want to make a build. 6. Go to Edit > Preferences > External a. Make sure you are targeting and android SDK 19 and the latest as well as JDK (NDK is not required). i. Windows: C:/Users/[user]/AppData/Local/Android/Sdk ii. Mac: Drive/AndroidSdk iii. Linux: Drive/android-studio b. If you are not targeting the right versions there will be conflicts when building to the device and plugins will possible not operate properly. c. Ensure you set your computer s JAVA_HOME variable to the correct path. See links below on how to do this. i. Windows: ii. Mac: iii. Linux:
6 7. Import the SureShotHD_SDK package into your project. 8. Once completed, review and change as needed to fix conflicts between code bases. 9. Open File > Build Settings and add the Preload scene as the first scene (build index 0) a. This scene loads assets and initializes scripts to assure optimal use of the SureShot wireless gun, profile manager, in game overlay, networking, and instances to be used within your code base to use the gun as your controller. b. This scene will load the Menu scene once it has completed. The quickest way to get your game up and running on the SureShotHD platform is to rename your main menu to Menu, add it to the build settings (build index 1), and rename the Menu scene that comes with the package (Demo Main Menu). c. Note: Make sure to rename the scene in Scenes > _SSHD > Menu to something else if it s going to be in your build settings. 10. Add the ShutDown scene to the build settings. 11. (Optional) If you would like to use a different scene as your starting scene, you may do so in the following ways. a. Manually, you can drag and drop the following objects into your starting scene from Assets > Prefabs > _SSHD and Assets > Resources > _SSHD folders. i. PreLoadObjects ii. NetworkAccount iii. PNPEventSystem iv. 3rdParty b. Automated, Open SureShot > Build Settings and under SureShot Settings select first time setup. This will bring in these objects into your scene for you. i. Notice that a Save All Settings button will appear after you press this button. Make sure you do not forget to press this button to save your scene and all edited changes made using the SureShot Build Settings. 12. Find the PNPEventSystem object in the starting scene (Preload or scene you chose) and select it. a. In the inspector find the SInput component and change the Shutdown Scene to the build index of the ShutDown scene in File > BuildSettings. b. Note: If you change the order of your scene, make sure to change this value before building. 13. Open SureShot > Build Settings a. Go to the Build Settings tab. b. Apply your product name. i. You must keep the bundle identifier com.shff. [your product name]. This allows the device to know that it is an application targeted for the SureShot platform and will not show up in the operating system s My Games tab otherwise. c. Apply the version (must be #.#.#) example
7 d. Select whether you would like to use the mouse of gun. i. Gun is recommended. e. Select the staging level for your application. i. Dev: Development, for testing and implantation. This staging level comes with a premade development profile and test credit cards for store purchasing. ii. Stg: Staging, for testing live server operations. This is for testing online capabilities as if it were final production. iii. Prd: Production, this stage is for the user. It is the final build stage the customer plays on. If you choose this, you will be using the same version (with updates you made) that the players are currently using. f. Save Settings i. If you get an error, please delete file at Assets > Resources > _SSHD > SSETTINGS.json, ensure all your settings are the same, and select save settings again. Press Ctrl-R before building to make sure the file explorer refreshes to the newly save SSETTINGS.json. ii. IMPORTANT: If you do not refresh, it will use the old SSETTINGS.json or none at all if you deleted it. 14. With the SureShot platform plugged into your development computer, and fully booted to the Operating System, go to File > Build and Run to push your game to the SureShot platform. NOTE: Ensure all steps are followed and review if the game does not push to the SureShot platform. Step 9 is vital and should never be skipped and always checked before making builds. You may use step 11 in place of step 9 if you do not want to use the built in Preload scene. Additional Tools Other tools maybe required for more control over your development. These tools may allow you to manually uninstall your game, reinstall your game, push a game icon to the platform, or even add your own avatars (See Avatars). To install these tools, go to and download Android Studio 2.1. Once installed open Android Studio and go to the SDK Manager. Here you can install: - Android USB Driver - Platform Tools - SDK 19 and Latest Android Studio Platform-Tools ADB (Android Debug Bridge) (Recommended) 1. Open Terminal or Command Console. 2. Change Directory to Android SDK Install Location > platform-tools ex: cd /
8 3. Run adb devices a. Result should be device [some serial number] b. If no devices are found, you need to install an RK3066 driver or the Android USB Driver (see above). 4. If a device shows up you may run commands to manually install, reinstall, uninstall your game from the device. This may be needed in some instances during trouble shooting, but it not a requirement, just recommended. ADB Commands - adb install [-r] [-d] /path to apk (install your game) o -r (reinstall) o -d (downgrade version) - adb uninstall [package name] (uninstall game) ex: adb uninstall com.shff.yourapp - adb push /path to file /path on device o example: adb push /Desktop/Image.png /mnt/internal_sd/savedata/gamebuttons/ - adb pull /path on device /path on computer example: adb pull /mnt/internal_sd/savedata/savedwifi.json /Desktop - adb shell (enters the internal terminal of the sureshot platform) o pm uninstall [package name] (uninstall game) o pm install /path to apk NOTE: path is to apk already on device (see adb push) o monkey -p [package name] 1 (Manually start application) o pm list packages (list of apps, used to make sure game installed during trouble shooting) o dumpsys package [package name] grep versionname (Get Version number of installed game). NOTE: Other commands can be found online. Path to all data regarding the SureShot platform is under /mnt/internal_sd/savedata WARNING: You are responsible if the device fails due to user error when manually troubleshooting the device. Platform-Tools Monitor (Recommended) The Monitor is an application that can be used to measure the amount of cpu and memory that your application is using while it is running. The Android Device Monitor can be opened from the platform-tools folder in the Android SDK folder. It can also be opened from Android Studio.
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10 SureShot SDK SureShot General Settings Test Play Test play will allow you to play the game from the scene you are in without going back to your starting scene or to the Preload scene. This function will spawn all necessary components to allow you to mimic what the gun will do once built to the SureShot platform. Make sure you do not save the scene with these objects in them. You may get rid of all of them by simply clicking the clear scene button, or leaving the scene without saving. Set Up Starting Scene Set up starting scene will spawn all necessary items required to properly use the SureShot platform s gun controller in your game. This will allow you to use your custom main menu or starting scene instead of the Preload scene that comes with the SureShot SDK unity package. Make sure you rename your starting scene/main menu to MainMenu, or it wont work properly. Save Scene It is important to make sure that you not only save your scene after adding controllers, but to save your build settings and all overlay changes that you ve made. Save Scene will do all of this for you. Save Scene only shows if you ve made changes within the SureShot Build Settings Tool. Save SSettings If you ve made changes to your scene and do not wish to save the scene, but need to save your build settings you can use the Save SSettings button to save these values for when you build your game. Push To Device Coming soon
11 SureShot Build Settings Build Settings 1. Product Name: This is the title of your product. It will appear as shown in the SureShot shop and on the game button itself. 2. Bundle Identifier: This must start with com.shff. When using the SureShot Build Settings the bundle identifier will be filled out for you when applying the product name. a. If you target multiple platforms within your project, ensure this is changed back to the proper format before building and apk for the SureShot platform. 3. Bundle Version: The bundle version must be in the format of #.#.# If it is not, your game will not pass review. If will also not update or register that the game was installed. 4. Bluetooth?: This tells you whether the platform has Bluetooth enabled or not. It will be enabled if the game is in Gun mode, but will be disabled if the game is in Mouse mode. 5. Game Resolution: The SureShot platform supports 3 different resolutions. Games must run as fast as possible, so if your game doesn t require as high of a resolution, this is a good way to buy back a few frames per second of performance. a. Resolution Options i. HD1080: 60hz Progressive ii. HD720: 60hz Progressive iii. SD480: 720x480 Standard Definition 6. Target FPS: This is the target frames per second of your game and will change the refresh rate of the game to target your desired speed. a. FPS Options i. 60 ii Input Type: This allows you to use either a mouse or the SureShot gun controller on the SureShot platform. a. To use a mouse, you will have to plug in the AC cord to the SureShot platform and use a usb mod b to usb adapter to plug in the mouse. b. Troubleshooting: If your gun will not connect to the SureShot platform and you do not see a scanning for gun box, your game was likely built out in mouse mode. 8. Production Stage: This is for applying the targeted staging of your game. a. Stages i. Dev (Development) this stage is for debugging and test purchases. ii. Stg (Staging) this stage is for testing final production. iii. Prd (Production) this stage is final production.
12 9. Debug?: This is for a simple value to determine whether you game should be in debug mode. a. _SSHDSSettingsData.settings.debug. Network Setup Store Information - Developers o Add developers and/or publishers names here in the order you want them to show on the SureShot Shop o Remove Developer to remove the developer s or publisher s name. - Is Full Game o Activate this if the game is a full game - Has Add-on o Activate this if the game has or is an Add-on - Release Date o This is formatted as October 1, Description o This is the description of your game on the SureShot Shop. This should be used to give a brief summary of you game and entice player with features included in it. o Limitations - Save To File o This will save a storeinfo.json file to the persistent data path of your project. This needs to be added to the FTP under your games Store folder. Note: It must be named storeinfo.json when uploaded to the store. You may add a prename by filling out the text field next to it. This allows you to make copies, but the final version must not have the pre name. - *storeinfo.json o If you have saved storeinfo.json the file will appear as a button. If you select that button it will load the values of that file so that you can easily edit them and resave. You can also delete the file if you no longer need it.
13 FTP It is very important that you ensure your settings are properly set before using FTP. If they are not, you may not be able to see previously uploaded data under FTP Builds, or upload your games and files to the correct folder on the FTP. One example is your product name which can be found under Sure Shot Build Settings or at File > Build Settings > Player Settings. This information is used as part of the link to your FTP. Ex: Prd/[Product Name]/1.0.0/[Product Name].apk - Sign In o Use the username and password provided by Super Happy Fun Fun to sign in to the ftp network. This will pass the credentials used to load files so that you can upload or delete files from the ftp. - Store o o o Game Icon Drag desired texture you would like for you game icon into the texture slot. Then click upload to upload the texture to the ftp. Store Info This will upload the storeinfo.json file you created under Store Information. See Store Information. Add Screen Shot You can add up to 5 screen shots and upload them to the ftp. - Local Builds o Local Builds shows you all of the.apk files you ve built through the Build button. Click on the production stage to view the builds of that stage. You can then click the upload button to upload the build to the ftp, or the delete button to delete the local file. Note: Builds are save under your project folder at Dev/ Stg/ and Prd/ - FTP Builds o FTP Builds works much the same as Local Builds, but as of now your only option is to delete the game file. It will not remove the directory from the ftp, so the version folder will remain displayed. I Note: If you upload a file from Local Builds with the same version number, it will overwrite the previous. Overlay Settings Overlay settings will only appear as a tab in the scene if you have the 3rdParty prefab in the current scene. If you do not have the 3rdParty scene you can press Set Up Starting Scene to bring this prefab into the current scene along with all other necessary components to use the SureShot platforms systems. NOTE: You should only bring these items into your starting scene. These objects carry from scene to scene automatically for best performance and memory optimization. - Game Icon: This is the image that will show on the center button when you open the in game overlay.
14 o You can open the in game overlay by holding the menu button down on the gun for ½ second while in game. - Company Logo: This is the splash image that will show when the game boots up. - Logo Background: This is the background image that will be behind your company logo. - Logo Background color: You can change the color of the background behind your logo. o If you use an image this will change the color of your logo background image. Controllers - Reticle?: If this is selected you should see below: o Gun 1 Reticle: Change the sprite of the reticle to a custom one of your choosing for player 1. o Gun 1 Reticle Color: Change the color of the reticle for player 1. If you use an all-white sprite for your reticle, then you will have more control over its color. o Gun 2 Reticle: Change the sprite of the reticle to a custom one of your choosing for player 2. o Gun 2 Reticle Color: Change the color of the reticle for player 2. o NOTE: If you collapse the reticles by deselecting (Reticle?) so they do not show, you will have no reticles in your game. The gun will still work as if there was a reticle, but the reticles will not be visible. - Button Hilight Sound: The sound the buttons in the overlay make when you hover over them. - Button Select Sound: The sound the buttons in the overlay make when you select them i.e. shoot them. The controllers tab will only appear if there are controllers in the scene. If you do not have any controllers in the scene you can spawn one from SureShot > Controllers or from the upper left button in the SureShot Build Settings tool. Under the controllers tab of the SureShot Build Settings tool you will be able to manipulate the values of the controller mechanics of the controllers in the scene. Another option to get controllers in the scene simply, is to review the demo scenes and choose one that matches your games mechanical needs. Once you find one, you can: - Drag and drop scene file into hierarchy, select and drop objects from scene in hierarchy to your scene, right-click demo scene in hierarchy and remove it.
15 - Open demo scene, select all objects in scene, right-click, copy, go to your scene, and paste. NOTE: Variables change depending on the camera controller you choose. Please see SureShot Controllers for information. No more than one controller is needed in each scene. If you desire more than one controller for split screen multiplayer or other systems you can spawn more, but as a warning, you are responsible for getting multiple controllers in a scene to work properly for you game. SureShot Controllers Standard Controls Tool First Person Version 1 Controls Tool First Person Version 2 Controls Tool 3 rd Person Version 1 Controls
16 Tool 3 rd Person Version 2 Controls Tool 3 rd Person Version 3 Controls Tool Isometric Controls Tool Rail Shooter Controls Tool
17 SureShot Networking Avatars Saving Data
18 SureShot Naming Conventions
19 SureShot API SInput Variables instance Gets instance of SInput component in scene trigger Returns true if player 1 s trigger is in the pull position triggerdown Returns true for 1 frame when player 1 s trigger is pulled triggerup Returns true for 1 frame when player 1 s trigger is released reload Returns true if player 1 s pump is in the pull position reloadup Returns true for 1 frame when player 1 s pump is released menu Returns true if player 1 s menu button is pressed down menuup Returns true for 1 frame when player 1 s menu button is released trigger2, triggerup2 Same as above for player 2 s controller Methods PNPInputManager Variables instance Methods GunManager Variables instance gun1reticlert Gun2ReticleRT Get an instance of the existing GunManager RectTransform of gun 1 reticle (use.postion to get position) RectTransform of gun 2 reticle (use.postion to get position) Methods
20 NetworkAccount Variables instance Methods ProfileManager Properties currentprofile string_account_id first_name last_name Profile name First name of player Last name of player Variables instance currentprofile The current player 1 profile signed in Methods
21 Troubleshooting
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