Overview
This brand-new guide highlights the key intentions, features and design of the example Workshop Levels, and Workshop Lobby Level that are included as part of the Human Unity package file. It also explains the purpose of the Level & Lobby Templates and the Prefab Testbeds that are also included in the package.
Multiplayer
Each of the example levels (scenes) has been set-up to ensure they will work in multiplayer. Each of the node graphs include the appropriate networking nodes and have been commented to provide clarity on how they work and why they are there.
Node Graph Comments
Comments have been added inside a number of the node graphs to explain how the graph works and what each of the nodes do.
• To access the node graph, select a game object that has a node graph attached. In the example below the FallingPlatform object in the Intermediate Workshop Level has been selected:
• Then using the Inspector panel click on the Show Graph button on the node graph script component:
• This will then open the Node Window where you’ll be able to review the comments that have been added:
Beginner Workshop Level
This level has been designed to give an example of a minimalist level, whilst still having some basic game logic. It has all the regular level prerequisites and features one checkpoint. This level shows how a simple level can be made without having to use ProBuilder and having only a very light understanding of the node graph system:
The level uses Workshop prefabs, along with Unity’s built in 3D primitives, the intention here being to show how a level can be made with limited experience. This will make the process of building a working level easier to understand, as you will be able to expand upon this and experiment. The door has a basic node graph attached. Each of the nodes has been commented to explain their function. This breakdown will give you a better understanding of how to create your own game logic.
Intermediate Workshop Level
This level has been created using ProBuilder and the Workshop prefabs. It gives an example of how the prefabs can be manipulated to create unique levels. This level has a totally different aesthetic to the levels in the base game, as the intention here is to show what else can be done using prefabs, node graph knowledge and basic ProBuilder:
This level is intended to show how the node graph system can be used to move geometry, create gameplay events and also features multiple checkpoints. The node graphs are substantially more complex than the node graphs in the Beginner Workshop Level. The colour coding feature has also been used to make the node graphs easier to read:
The node graphs in this level cover common game logic items such as trigger boxes, buttons, moving objects, logic gates (known as signal combine in the node graph) and timers. We hope you have as much fun playing it and discovering how it all functions, as we did in building it for you:
Workshop Lobby Level
The workshop lobby level (named WorkshopLobby in Unity) has been made with the original lobby aesthetic in mind, whilst expanding upon it to add a sample of some of the prefabs available in the Workshop. The lobby includes prefabs that are fun to use in the game, to create an interactive environment with no objective. This level is made using ProBuilder for the base and every other game object is a prefab from the Workshop.
In Unity, if you press Play / Run while this particular scene is open, you’ll then need to press F8 twice in order to switch to the correct camera view for controlling your Human.
Level and Lobby Templates
In addition to the example levels we have also included a Level Template and a Lobby Template. These have been included to give you a head-start when it comes to building your own Level or Lobby, as they already include an amount of set-up that’s required for each of the two types of level you can create.
This is particularly useful when it comes to wanting to your create own Lobby, as in order for a level to be considered a Lobby by the game it needs to have a Lobby Controller component adding to it, set-up in the same way as in the provided Lobby Template:
• Sat above the Level object within the level Hierarchy.
• Set-up as detailed within the Inspector.
The Level object for a Lobby also differs from the standard Level object in that it doesn’t have a PassTrigger as part of it. In the Prefabs we’ve provided there is both a Level object and a separate LobbyLevel object to use when it comes to creating either a level or a lobby (as pictured below):
If you do make use of either the Level Template or the Lobby Template you should save your own local copies of them rather than saving over the ones we have provided with the Human Unity package.
Prefab Testbeds
Finally, we’ve also included a separate Prefab Testbed scene for each set of prefab themes in the current Human Unity package – Aztec, Carry, Castle, Dark, Demolition, Mansion, Mountain, Other (Lobby), Train, Power Plant and Water.
These are designed to allow you to drop into Play / Run mode to explore and interact with all of the prefabs we’ve provided. As more themes and prefabs get added to the Human Unity package in the future these Prefab Testbeds will also get updated.
Further Reading
Please take a look at my other guides for Human: Fall Flat’s Workshop features:
- Human Workshop: Getting Started – Configuring Unity, Making your First Level, Publishing and Subscribing to Levels
- Human Workshop: Features, Multiplayer Support and Backward Compatibility to 1.2 Alpha2
- Human Workshop: Editor Improvements and Node Graph System
- Human Workshop: Node Graph Reference Guide
- Human Workshop: Post-Launch Fixes, Updates and Additions – COMING SOON!