Carousel Component - Blank Canvas Tutorial
#Content Editor #Blank Canvas #Basic difficulty #Carousel Component
Last updated
#Content Editor #Blank Canvas #Basic difficulty #Carousel Component
Last updated
Please NoteοΌThis tutorial mainly explains how to use the Carousel Component to create playable materials for carousel-style gameplay. It is recommended to use it together with the and for a better understanding!
[Difficulty]: ββ
[Applicable Products]: Universal
[Interaction]: On carousel switch
[Freedom]: Fully free
[Core Assets]: Image
[Features]: Carousel SettingsγEvevt-On carousel switch
Scan to play
Before starting the production, we need to outline the gameplay logic for this caseοΌ
Upon entering the trial, display [character model A] and [operation guide], guide the player to click the right arrow to switch the character's appearance.
Player can click on any arrow or drag the character to switch to different appearances. Each interaction changes the character's appearance.
Continue this interaction until the player presses the "Confirm" button to redirect to the ending scene.
In the ending scene, when the player presses the button, redirect him to app store.
Core Concept: Minimize the number of animations and events within each scene, maintain clear logic in scene segmentation, and keep the layer structure simple.
Scene Segmentation: Based on the gameplay overview from the previous section, we can divide this case into 2 scenes for production.
Visual Rendering
Scene Description
Guide the player to click on the arrow to switch the character's appearance.
Product info & Redirect button
Core Assets
Static Images:
Character models *3, Switch arrows, Instructions
Audio-visual packaging:
Flash particle effects, Click sound effect
Static Images:
Background image, Redirect button
Audio-visual packaging:
Star particle effects
Core Animations
Guiding finger & Confirmation buttonοΌPulseFront
Redirect button: PulseFront
Core Events
Trigger Object: Carousel Component
Trigger Event: On carousel switch
Response Event: Play animation feedback.
Trigger Object: Redirect button
Trigger Event: Press
Response Event: Redirect to app store
*The core content consists of Step 2"Component Parameter Setting," and Step 5"Event Setting."
It is recommended to upload all assets into the "Project Assets" after creating the project for easier access and usage in the future.
1οΌAdd BGM and Background Image in the "Global Settings" section.
2οΌAdd permanent download button, logo and other product information under [Global Scene], and adjust the position and size of each asset. Group and sort the assets reasonably.
1οΌIn Scene 1, click on "Gameplay Template" and select the Carousel Component from the "Component" to add it.
2οΌAdd the guiding finger, guiding text, confirmation button, and click sound effect. Adjust the position and size of each asset.
1οΌIn Scene 2, add the product logo, redirect button, and background image. Adjust the size and blurry of the background image.
2οΌCheck Scene 2 as the "Ending Scene," and disable "Global scene."
First, choose a suitable carousel style. In this case, we will use the "Fade zoom carousel" style.
1οΌClick on the replace button to replace the initial carousel resource.
2οΌClick on the "+" button to upload all carousel resources one by one (dragging can adjust the resource order).
3οΌAdjust the "Slot size" of the carousel group, which determines the size of each image slot. In this case, we will set the slot size to 1200*1200.
The "Arrangement method" is set to default as horizontal, and the "Number of slots" is set to default as 3, with no adjustments made in this case.
1οΌIn this case, we choose the "Manual" carousel mode, and both "Tap" and "Drag" interaction modes are selected. This means that players can switch images either by clicking buttons or by dragging images.
2οΌClick on the replace button to replace the arrow image.
The "Animation playback duration," "Opacity," and "Scale" can be left at their default values with no adjustments made in this case.
By completing the above steps, the parameters for Carousel Component are successfully set.
After completing the layout for portrait orientation, we need to adjust the "layout for landscape orientation" and the "screen adaptation for both landscape and portrait orientations."
1οΌIn Scene 1, switch to landscape mode. Select all the top-level layers, including the Carousel Component, and use the "Reuse vertical screen position configuration" feature to automatically arrange them for landscape mode.
2οΌThen, individually adjust the position and scale of each layer to display the complete core gameplay-related content.
3οΌSimilarly, repeat the process for Scene 2 and the Global Scene to complete the layout for landscape mode.
In this case, we can set the "Screen adaptation" of the product information group [group_info] as follows:
Set it to "Fit Top Left Corner" for landscape mode.
Set it to "Fit Top" for portrait mode.
Other layers remain centered by default and do not require adjustment.
In this case, the animations and particle effects used are as follows. Let's go through them one by one:
Scene 1: Guided finger click animation, confirmation button scaling animation, flash particle effects. Scene 2: Redirect button scaling animation, star particle effects.
Select the hand image [gf_hand], Add Animation - Emphasize - PulseFront, as a looping click animation. Set the parameters as follows:
Copy this animation to the button group [group_btn], fine-tune the parameters, and disable auto-play, as a looping guided animation. Set the parameters as follows:
Copy this animation to the redirect button group [ctat] in Scene 2, fine-tune the parameters, as a looping guided animation. Set the parameters as follows:
1οΌOpen the "Asset Library"- "Particle", choose suitable particle effects (such as flash particles) to enhance the visual effect of the scene.
2οΌAdjust the position of the particles to suitable locations (remember to adjust for both portrait and landscape modes).
3οΌNote: Set the particles in Scene 1 to "Hidden" initially, and control their playback through events later.
To complete the setup of all animations, we need to configure the logic of the gameplay using "events."
The contents related to events and settings in this case include:
Playing a series of feedback effects when switching the carousel.
Redirecting to the next scene when pressing the confirmation button.
Redirecting to app store when pressing the redirect button.
Next, we will explain each step in sequence.
Select the [Carousel Component]. Add Event - On carousel switch. Add response events:
Hide the guiding finger.
Play the scaling animation of the confirmation button from the beginning.
Show and play particle effects.
Play the click sound effect once from the beginning.
Select the confirmation button group [group_btn]. Add Event - Press.
Add response event: Redirect to the next scene.
Select the redirect button group [ctat]. Add Event - Press.
Add response event:Redirect to app store.
Copy this event to the persistent download button group [ctat].
These are all the events used in this case. With the completion of all event settings, our material is completed.
1οΌIt is advisable to preview your work promptly after completing each step in the creation process to check if the settings are correct.
2οΌOnce everything is completed, it is recommended to perform an overall preview on different devices, languages, and orientations to ensure everything is working correctly.
At the end of the tutorial, we have provided all the assets used in this case for you. Click on the compressed file to download it.
You can use these assets to follow the tutorial and try to make it, so that you can start using the Content Editor and Carousel Component to make such materials as soon as possible.