Guidelines for Template Content Creation
#Content Editor #Template Content Creation
πOperations Supported for Template Iteration
When you use a template for Content Creation, replacing assets is just a basic operation; there are actually many aspects that can be adjusted. Therefore, the same template can generate numerous iterative versions of playable materials. We encourage you to experiment more!
Below is a summary of the main operations supported for template iteration:
Modify preset "Gameplay Parameters"
Feature Creation & Content Creation
General
Replace Assets
Feature Creation & Content Creation
General
Hide Assets
Feature Creation & Content Creation
General
Adjust Asset Size
Feature Creation & Content Creation
General
Adjust Asset Position/Layout
Content Creation
General
Add New Assets
Content Creation
General
Add New Scene(s)
Content Creation
General
Adjust & Add New Animations
Content Creation
General
Adjust & Add New Events
Content Creation
General
Adjust Quick layout (Grid Board Layout)
Content Creation
Some Elimination/Puzzle Gameplay
Adjust Quick layout (Parking Layout)
Content Creation
Spatial Puzzle Parking Gameplay
Adjust Components
Content Creation
Templates with Various Components
Case Preview: <Tile Games> Template Content Creation
πGuidelines for Adjusting Flexibility
When using a template for "Content Creation"οΌ
If there is relevant content in the "Gameplay Template" section (as shown in the left image), it means the core gameplay is code-driven, and key elements are located within the "Edit gameplay". In this case, certain editing limitations apply (see table below for details).
If there is no relevant content in the "Gameplay Template" section (as shown in the right image), it means that the template does not involve any code, and you can freely adjust it.
*To check whether a template includes a Gameplay Template, please open the project or refer to:Latest News on Playable Templates
For templates involving code, when using Content Creation, itβs recommended to follow the editing freedom guidelines below. Otherwise, errors may occur and lead to rework.
Replace Assets
Allowed
Allowed
Add New Assets
Allowed
Operate appropriately
Add New Scenes
Allowed
Not Supported
Other Non-Deletion Operations (e.g., adjusting asset position/size, hiding assets)
Allowed
Operate appropriately
Delete Layer(s)
NO! Use "hide" instead of deleting.
NO! High risk of errors! Use "hide" instead of deleting.
Adjust Layer Structure
Not recommended;Operate appropriately
NO! High risk of errors!
Modify Layer Naming
Not recommended;Operate appropriately
NO! High risk of errors!
Adjust Animation
Allowed
Not recommended;Operate appropriately
Add Animation
Allowed
Not recommended;Operate appropriately
Adjust Event
Allowed
Not Supported
Add Event
Allowed
Not Supported
πGuidelines for Asset Replacement
1.Asset Replacement Tips
When replacing assets, there are two efficient methods to choose from for your creation:
a. Feature Creation
Select a template and choose "Feature Creation".
Open any image slot, and upload all image assets that need to be replaced into the asset library for easy access during the replacement process. The same applies to other asset types.
Then click "Copy to Content Editor" to continue with your custom iteration.
b. Content Creation
Select a template and then choose "Content Creation."
Click on "Project Assets" and upload all the assets that need to be replaced into the project assets at once, making future asset replacements more convenient.
Tips: If the same asset appears in multiple scenes and you want to replace all of them, you can select the asset within the "Project Assets" window and click "Replace Asset." This way, you can quickly complete the replacement for all scenes at once!
2.Unable to find a specific layer?
π‘ When using a template for "Content Creation" and you want to adjust a specific layer but can't find it, follow these steps:
1οΌFor product information or other persistent elements: Click on "Global Settings" and search for it in the layer area on the left side.
2οΌFor regular elements: Click on the corresponding "Scene" and search for it in the layer area on the left side, or directly click on the corresponding layer on the canvas.
β οΈPlease Note: Some assets of very few templates may not be available in the "Gameplay Template" either. This is because those assets are controlled by code and cannot or should not be modified in Content Editor. Modifying them may result in errors, so we do not display those asset slots.
3.Template Gameplay Adjustment
Whether or not the parameters related to the core gameplay of a specific template can be adjusted primarily depends on the "Gameplay Parameters" section in the parameter area.
For other operations, please refer to the recommendations provided in the table above.
πGuidelines for Iteration Order
When you use the template for Content Creation to iterate on materials, we generally recommend that you follow these steps from the overall structure to the details, ensuring orderly and efficient operations!
1.Gameplay Parameters Adjustment
The gameplay parameters for Content Creation are typically located in the parameter setting area of the core gameplay scene (Scene 1) and can be adjusted directly (a small number of templates may have gameplay parameters within "Global Settings").
πRelated contentοΌ Gameplay Parameters - Scene Parameters
2.Scene Adjustment
We suggest deciding at the beginning of the template iteration whether to add new scenes. In principle, additional scenes can be added at the beginning or end without affecting core gameplay, enriching the material's gameplay. You can increase scene(s) through "Create new Scene" or "Duplicate the Scene" based on actual needs.
Create new Scene: The new scene is less related to existing scenes and does not require assets from them (e.g., adding an introductory scene at the start or an ending scene focused on product information).
Duplicate the Scene: The new scene is closely related to existing ones and requires many assets from them (e.g., using the current scene as a background and adding overlays and settlement information).
π‘ Steps to Add Different Scenes:
Add Introductory Scene: Create new Scene - Move it above all scenes - Create scene content - Set the event "Redirect to the next scene" (i.e., the original Scene 1 of the template).
Replace Original Ending Scene: Create new Scene - Move it above the original ending scene of the template - Check this scene as the "Ending Scene" - Create scene content - Set the event to redirect to app store - Enter the original core scene of the template, find the redirect event related to the ending scene in the Event section, and adjust if necessary.
3.Assets Adjustment
Replace Assets: Replace each asset that needs to be retained one by one.
Add New Assets: Add the required assets, adjust their positions and sizes, and group similar assets for easier subsequent production.
Hide Assets: Hide any unnecessary assets.
Adjust Asset Size/Position/Layout (recommended in regular scenes).
β οΈ If there are unnecessary assets, they can be hidden using either "Hide This Layer" or "Set This Layer's Opacity to 0." Do not delete layers casually, as this is likely to cause template errors and prevent normal previewing!
4.Quick layout/Component Adjustment
Some templates contain Quick layout or xx Component, which can be adjusted as needed.
πRelated contentοΌ Component & Quick Layout
5.Animation Setting
1οΌAdjusting Animation
If you want to adjust the animation of a specific asset in the template, select the asset layer and check the "Animation" section in the parameter settings on the right side to see if there are adjustable animation parameters.
If there are animation parameters available, it means they can be adjusted.
If there are no animation parameters available, it may be controlled by code and cannot be adjusted.
2οΌAdding New Animation
If needed, you can also add animation to layers or scenes.
3οΌAdjusting Particle Effects
You can replace existing particle textures with new ones and adjust particle parameters.
You can add new particle effects and adjust their position and size to fit appropriately.
Similarly, for particle effects that are not needed, you can hide their layer or adjust the layer's opacity to 0.
πRelated contentοΌ Particle Parameters
6. Event Setting
1οΌModifying Events
Typically, in the core gameplay scene of each template, there are some event parameters available for adjustment.
π‘ You can determine which effects an event implements by combining the event's name with its corresponding response events. If necessary, you can modify existing events, add new response events, or drag and adjust the order of response events under the corresponding event.
Some layers may also contain events. Similar to animation, if you want to adjust the events in the template, check the "Event" section in the parameter settings on the right side to see if there are adjustable event parameters.
If there are event parameters available, they can be adjusted.
If there are no event parameters available, it may be controlled by code and cannot be adjusted.
2οΌAdding New Events
If needed, you can also add events to layers.
You can directly add response events within existing trigger events.
You can also add additional trigger events and response events.
πRelated contentοΌ Event - Common Parameters
7. Language Translation
After making the general content adjustments, click on "Global Settings" to modify and add languages.
Adjusting Language: Click on the brush icon next to "Default Language" to open the text translation window.
Adding Language: Click on "Add Language" in the "Default Language" section to open the text translation window.
The specific operation steps can be viewed through the Multi-language Configuration and Translation
8.Landscape Adaptation
β οΈAfter completing the vertical adjustments for each scene, remember to make layout and adaptation adjustments for the horizontal orientation (using the "Reuse vertical screen position configuration" button is recommended).
πRelated contentοΌ Screen adaptation Creation Tips - Adaptation
9.Overall Preview
Once all adjustments are completed, it's recommended to do an overall preview and playtest for different devices, languages, and screen orientations to ensure everything is correct before finalizing and applying the content or downloading it.
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