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Advanced chapters expand saving/loading and speech and text processing.",{"@graph":69,"@context":114},[70,84,105],{"@type":71,"itemListElement":72},"BreadcrumbList",[73,77,79,82],{"item":74,"name":75,"@type":76,"position":8},"https://docshare.wps.com","Home","ListItem",{"item":78,"name":9,"@type":76,"position":14},"https://docshare.wps.com/document/",{"item":80,"name":30,"@type":76,"position":81},"https://docshare.wps.com/document/technology/",3,{"item":83,"name":65,"@type":76,"position":19},"https://docshare.wps.com/document/user-manual-v1820-game-development-basics-to-advanced-features/201818/",{"url":83,"name":65,"@type":85,"image":86,"author":91,"headline":65,"publisher":94,"fileFormat":97,"inLanguage":63,"description":67,"dateModified":98,"datePublished":99,"encodingFormat":97,"isAccessibleForFree":100,"interactionStatistic":101},"DigitalDocument",{"url":87,"@type":88,"width":89,"height":90},"https://docshare.wps.com/thumbnails/user-manual-v1820-game-development-basics-to-advanced-features/201818.png","ImageObject",300,407,{"name":92,"@type":93},"Quinn Holloway","Person",{"url":74,"name":95,"@type":96},"DocShare","Organization","application/pdf","2026-10-06","2026-09-04",true,{"@type":102,"interactionType":103,"userInteractionCount":39},"InteractionCounter",{"@type":104},"ViewAction",{"@type":106,"mainEntity":107},"FAQPage",[108],{"name":109,"@type":110,"acceptedAnswer":111},"What advanced topics are introduced after the basics?","Question",{"text":112,"@type":113},"Chapter II focuses on advanced systems such as saving and loading (including autosaving, save profiles, and custom save handling). It also covers speech and text, including gathering text, speech audio, and subtitle display.","Answer","https://schema.org",{"og:url":83,"og:type":116,"og:title":65,"og:site_name":95,"og:description":67},"article",{"robots":118,"canonical":83},"index,follow",{"doc_id":120,"site_id":62},201818,1788539021,{"code":4,"msg":5,"data":123},{"doc_id":120,"user_id":124,"nickname":92,"user_avatar":125,"doc_module":4,"category_id":29,"category_name":30,"doc_title":65,"doc_description":67,"doc_content":126,"file_id":127,"file_url":128,"file_type":129,"file_size":130,"view_count":39,"is_deleted":4,"is_public":8,"is_downloadable":8,"audit_status":8,"page_count":131,"language":132,"language_code":63,"site_id":62,"html_lang":63,"table_of_contents":133,"faqs":134,"seo_title":135,"seo_description":67,"update_tm":121,"read_time":136},2336474466712,"https://ap-avatar.wpscdn.com/davatar_a8503ba1806abce46bf441b54a3ca4cd","By Chris Burton  \nUser Manual  \nv1.82.0  \nTable of Contents  \nIntroduction 8  \nChapter I: The Basics 10  \n1. Setting up 11  \n1.1. Installation 12  \n1.2. Running the demo games 14  \n1.3. The New Game Wizard 15  \n1.3.1. Templates 16  \n1.4. The Game Editor window 18  \n1.4.1. The Scene Manager 19  \n1.4.2. The Settings Manager 25  \n1.4.3. The Actions Manager 27  \n1.4.4. The Variables Manager 28  \n1.4.5. The Inventory Manager 29  \n1.4.6. The Speech Manager 31  \n1.4.7. The Cursor Manager 32  \n1.4.8. The Menu Manager 33  \n1.5. Preparing a 3D scene 34  \n1.5.1. Adding a PlayerStart 35  \n1.5.2. Adding visuals 36  \n1.5.3. Adding colliders and/or a NavMesh 37  \n1.5.4. Adding cameras 38  \n1.5.5. Adding interactivity 39  \n1.6. Preparing a 2D scene 40  \n1.6.1. Adding a 2D PlayerStart 42  \n1.6.2. Adding visuals 43  \n1.6.3. Adding a 2D NavMesh 44  \n1.6.4. Adding a Sorting Map 45  \n1.6.5. Adding 2D cameras 48  \n1.6.6. Adding interactivity 49  \n1.7. Preparing a 2. 5D scene 50  \n1.7.1. Adding a PlayerStart 51  \n1.7.2. Adding backgrounds and cameras 52  \n1.7.3. Adding colliders and/or a NavMesh 54  \n1.7.4. Adding scene sprites 56  \n1.7.5. Adding interactivity 57  \n1.8. Updating Adventure Creator 58  \n1.9. Project settings 59  \n2. Input and navigation 60  \n2.1. Input and navigation overview 61  \n2.2. Movement methods 62  \n2.2.1. Point-and-click movement 63  \n2.2.2. Direct movement 64  \n2.2.3. First-person movement 65  \n2.2.4. Drag movement 67  \n2.2.5. Straight-to-cursor movement 68  \n2.3. Input methods 69  \n2.3.1. Mouse and keyboard input 70  \n2.3.2. Keyboard or controller input 71  \n2.3.3. Touch-screen input 72  \n2.4. Pathﬁnding methods 74  \n2.4.1. Unity Navigation pathﬁnding 75  \n2.4.2. Mesh Collider pathﬁnding 76  \n2.4.3. Polygon Collider pathﬁnding 78  \n2.4.4. A* 2D pathﬁnding 81  \n2.4.5. Custom pathﬁnding 84  \n2.5. Cursor locking 85  \n2.6. Active inputs 86  \n2.7. Input descriptions 88  \n2.8. Remapping inputs 92  \n3. Characters 94  \n3.1. Creating characters 95  \n3.1.1. The Character wizard 98  \n3.1.2. Players 99  \n3.1.3. Player switching 100  \n3.1.4. NPCs 101  \n3.2. Character tracking 102  \n3.3. Character movement 103  \n3.3.1. Retro movement 105  \n3.3.2. Precision movement 106  \n3.3.3. Custom motion controllers 107  \n3.4. Character animation 109  \n3.4.1. Character animation (Mecanim) 110  \n3.4.2. Character animation (Sprites Unity) 114  \n3.4.3. Character animation (Sprites Unity Complex) 116  \n3.4.4. Character animation (Legacy) 119  \n3.4.5. Custom animation engines 121  \n3.5. Head animation 122  \n3.6. Footstep sounds 124  \n3.7. Character scripting 126  \n4. Camera perspectives 128  \n4.1. Cameras overview 129  \n4.2. Camera types 130  \n4.2.1. GameCamera 131  \n4.2.2. GameCamera Array 133  \n4.2.3. GameCamera Third-person 134  \n4.2.4. SimpleCamera 135  \n4.2.5. GameCamera 2. 5D 136  \n4.2.6. GameCamera 2D 138  \n4.2.7. GameCamera 2D Drag 140  \n4.3. Adding custom cameras 141  \n4.4. Working with VR 142  \n4.5. Working with Cinemachine 143  \n4.6. Overriding perspective 145  \n4.7. Camera effects 146  \n4.8. Disabling the MainCamera 148  \n4.9. Camera scripting 149  \n5. Interactions 150  \n5.1. Interaction methods 151  \n5.1.1. Context sensitive mode 152  \n5.1.2. Choose Interaction Then Hotspot 154  \n5.1.3. Choose Hotspot Then Interaction 157  \n5.1.4. Custom interaction systems 161  \n5.2. Actions and ActionLists 165  \n5.2.1. Standard Actions 167  \n5.2.2. Custom Actions 198  \n5.2.3. The ActionList Editor 200  \n5.2.4. Generating ActionLists through script 203  \n5.3. Hotspots 205  \n5.4. Hotspot detection 208  \n5.4.1. Mouse-over detection 209  \n5.4.2. Player-vicinity detection 210  \n5.5. Cutscenes 211  \n5.6. Skipping cutscenes 213  \n5.7. Background logic 215  \n5.8. Triggers 216  \n5.9. Conversations 218  \n5.10. ActionList assets 221  \n5.11. Arrow prompts 224  \n5.12. Sounds 225  \n5.13. Music 227  \n5.14. Ambience tracks 228  \n5.15. Containers 229  \n5.16. ActionList parameters 230  \n5.17. Draggable objects 233  \n5.17.1. Drag tracks 235  \n5.18. PickUp objects 238  \n5.19. ","cbCaiqhgRHGncUi0","https://ap.wps.com/l/cbCaiqhgRHGncUi0","pdf",7748962,448,"English","# Introduction\n# Chapter I: The Basics\n## 1. Setting up\n## 2. Input and navigation\n## 3. Characters\n## 4. Camera perspectives\n## 5. Interactions\n## 6. Inventory\n## 7. Variables\n## 8. Miscellaneous components\n# Chapter II: Advanced Features\n## 9. Saving and loading\n## 10. Speech and text","[{\"question\":\"What advanced topics are introduced after the basics?\",\"answer\":\"Chapter II focuses on advanced systems such as saving and loading (including autosaving, save profiles, and custom save handling). It also covers speech and text, including gathering text, speech audio, and subtitle display.\"}]","User Manual - v1.82.0 - Game Development Basics to Advanced Features | PDF",1129]