Skip to content

Commit

Permalink
update docs
Browse files Browse the repository at this point in the history
  • Loading branch information
elringus committed Dec 30, 2023
1 parent 898eec5 commit 00cdf9e
Show file tree
Hide file tree
Showing 32 changed files with 65 additions and 65 deletions.
2 changes: 1 addition & 1 deletion docs/faq/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -20,7 +20,7 @@ Naninovel can work with any language, but to display text in some languages, you

## Will I get access to the source code when I buy Naninovel?

All the Unity-related sources are available in the distributed package. Common Naninovel modules are precompiled into dynamic assembly with sources hosted on GitHub: [github.com/Naninovel/Common](https://github.com/Naninovel/Common).
All the Unity-related sources are available in the distributed package. Common Naninovel modules are precompiled into dynamic assembly with sources hosted on GitHub: [github.com/naninovel/common](https://github.com/naninovel/common).

## What are the legal usage terms and conditions?

Expand Down
4 changes: 2 additions & 2 deletions docs/guide/adventure-creator.md
Original file line number Diff line number Diff line change
Expand Up @@ -14,7 +14,7 @@ Extensions for third-party products serve mostly as examples on how you can inte

Install both Adventure Creator and Naninovel (the order doesn't matter).

Download and import [Adventure Creator extension package](https://github.com/Naninovel/AdventureCreator/raw/master/NaninovelAdventureCreator.unitypackage).
Download and import [Adventure Creator extension package](https://github.com/naninovel/samples/blob/main/unity/ac/NaninovelAdventureCreator.unitypackage).

Set `NaninovelAdventureCreator/Runtime/Actions` as the source for custom actions in AC settings. Consult [AC guide](https://www.adventurecreator.org/tutorials/writing-custom-action) for more info on custom actions.

Expand Down Expand Up @@ -55,5 +55,5 @@ The following video demonstrates AC's demo scene integrated with Naninovel to ha
![](https://www.youtube.com/watch?v=7tOIFZRSAec)

::: tip EXAMPLE
See the [GitHub project](https://github.com/Naninovel/AdventureCreator) for an integration example. When opening the project for the first time you'll get errors due to missing Adventure Creator and Naninovel packages; import them and the errors will go away.
See the [GitHub project](https://github.com/naninovel/samples/tree/main/unity/ac) for an integration example. When opening the project for the first time you'll get errors due to missing Adventure Creator and Naninovel packages; import them and the errors will go away.
:::
2 changes: 1 addition & 1 deletion docs/guide/automated-testing.md
Original file line number Diff line number Diff line change
Expand Up @@ -127,7 +127,7 @@ Once(Choosing).Choose("my-id-for-choice-2")
```

::: tip EXAMPLE
Find sample E2E project on GitHub: [github.com/Naninovel/E2E](https://github.com/Naninovel/E2E). It shows most of the available shortcuts, extensions and testing scenarios.
Find sample E2E project on GitHub: [github.com/Naninovel/E2E](https://github.com/naninovel/samples/tree/main/unity/e2e). It shows most of the available shortcuts, extensions and testing scenarios.
:::

## Coverage
Expand Down
6 changes: 3 additions & 3 deletions docs/guide/backgrounds.md
Original file line number Diff line number Diff line change
Expand Up @@ -106,7 +106,7 @@ Define reference resolution with your team before starting the work on the art a

## Diced Sprite Backgrounds

Built with an open source [SpriteDicing](https://github.com/Elringus/SpriteDicing) package, `DicedSpriteBackground` implementation allows to significantly reduce build size and texture memory by reusing texture areas of the background sprites when the associated textures contain mostly similar data.
Built with an open source [SpriteDicing](https://github.com/elringus/SpriteDicing) package, `DicedSpriteBackground` implementation allows to significantly reduce build size and texture memory by reusing texture areas of the background sprites when the associated textures contain mostly similar data.

Diced background is very similar to diced character implementation; see the [diced characters guide](/guide/characters.html#diced-sprite-characters) for the setup and usage instructions.

Expand All @@ -123,7 +123,7 @@ When `Transcode` is disabled in the video asset import settings, the clip may no
:::

::: tip EXAMPLE
In case having issues with achieving a seamless loop, make sure the video has exactly same starting and finishing frames and a compatible encoding setup; check our [video loop example project](https://github.com/Naninovel/Video) for the reference.
In case having issues with achieving a seamless loop, make sure the video has exactly same starting and finishing frames and a compatible encoding setup; check our [video actor example project](https://github.com/naninovel/samples/tree/main/unity/video-actor) for the reference.
:::

To prevent specific appearance from looping, append `NoLoop` (case-insensitive) to the appearance name.
Expand Down Expand Up @@ -203,7 +203,7 @@ Unity's `Animator` component could fail to register `SetTrigger` when the game o
:::

::: tip EXAMPLE
Find [example project on GitHub](https://github.com/Naninovel/GenericActor), where generic background implementation is used to host animated sprites.
Find [example project on GitHub](https://github.com/naninovel/samples/tree/main/unity/generic-actor), where generic background implementation is used to host animated sprites.
:::

## Scene Backgrounds
Expand Down
18 changes: 9 additions & 9 deletions docs/guide/characters.md
Original file line number Diff line number Diff line change
Expand Up @@ -224,11 +224,11 @@ To achieve best render quality and optimal performance, it's generally advised t

## Diced Sprite Characters

Built with an open source [SpriteDicing](https://github.com/Elringus/SpriteDicing) package, `DicedSpriteCharacter` implementation allows to significantly reduce build size and texture memory by reusing texture areas of the character sprites.
Built with an open source [SpriteDicing](https://github.com/elringus/SpriteDicing) package, `DicedSpriteCharacter` implementation allows to significantly reduce build size and texture memory by reusing texture areas of the character sprites.

![Sprite Dicing](https://i.gyazo.com/af08d141e7a08b6a8e2ef60c07332bbf.png)

Install the package via [Unity package manager](https://docs.unity3d.com/Manual/upm-ui.html): open package manager window (Window -> Package Manager), click "+" button, choose "Add package from git URL", enter `https://github.com/Elringus/SpriteDicing.git#package` to the input field and click "Add".
Install the package via [Unity package manager](https://docs.unity3d.com/Manual/upm-ui.html): open package manager window (Window -> Package Manager), click "+" button, choose "Add package from git URL", enter `https://github.com/elringus/SpriteDicing.git#package` to the input field and click "Add".

![](https://i.gyazo.com/b54e9daa9a483d9bf7f74f0e94b2d38a.mp4)

Expand Down Expand Up @@ -390,7 +390,7 @@ When layer contains lots of children, it would be tedious to set the layer held/
When `Render Canvas` component is attached to the layer actor prefab root, it'll work same as in normal render mode, restricting render texture size; when not present, render texture will equal camera's pixel size. It's recommended to use render canvas to optimize performance, as camera size will usually be higher than necessary.

::: tip EXAMPLE
Find example on setting up layered background containing particle systems in the URP project on GitHub: [github.com/Naninovel/URP](https://github.com/Naninovel/URP). (URP is not required for this feature, it'll work the same with the default render backend)
Find example on setting up layered background containing particle systems in the URP project on GitHub: [github.com/Naninovel/URP](https://github.com/naninovel/samples/tree/main/unity/urp). (URP is not required for this feature, it'll work the same with the default render backend)
:::

## Generic Characters
Expand All @@ -414,7 +414,7 @@ Unity's `Animator` component could fail to register `SetTrigger` when the game o
:::

::: tip EXAMPLE
Find [example project on GitHub](https://github.com/Naninovel/GenericActor), where generic character implementation is used to host a 3D animated model.
Find [example project on GitHub](https://github.com/naninovel/samples/tree/main/unity/generic-actor), where generic character implementation is used to host a 3D animated model.
:::

## Video Characters
Expand All @@ -433,7 +433,7 @@ Live2D character implementation uses assets created with [Live2D Cubism](https:/

![](https://i.gyazo.com/b81df72fc7afaed569520496cbee09f0.mp4)

In order to be able to use this implementation you have to first install [Live2D Cubism SDK for Unity](https://live2d.github.io/#unity). Consult official Live2D docs for the installation and usage instructions. Then download and import Naninovel's sample [Live2D extension package](https://github.com/Naninovel/Live2D/raw/master/NaninovelLive2D.unitypackage).
In order to be able to use this implementation you have to first install [Live2D Cubism SDK for Unity](https://live2d.github.io/#unity). Consult official Live2D docs for the installation and usage instructions. Then download and import Naninovel's sample [Live2D extension package](https://github.com/naninovel/samples/raw/main/unity/live2d/NaninovelLive2D.unitypackage).

::: info NOTE
This integration with third-party commercial product serve mostly as an example on how you can make Naninovel work with another tool. While we're committed to keep the sample integration compatible with Live2D updates and changes, please be aware that the functionality will remain bare minimum and we won't be able to provide any support or help on using another product with Naninovel beyond the scope of the sample.
Expand Down Expand Up @@ -470,7 +470,7 @@ Following video guide covers exporting a Live2D character from Cubism Editor, co
![](https://www.youtube.com/watch?v=rw_Z69z0pAg)

::: tip EXAMPLE
Check out an [example project on GitHub](https://github.com/Naninovel/Live2D), where a Live2D character is used with Naninovel.
Check out an [example project on GitHub](https://github.com/naninovel/samples/tree/main/unity/live2d), where a Live2D character is used with Naninovel.
:::

## Spine Characters
Expand All @@ -479,7 +479,7 @@ Spine character implementation uses assets created with [Spine](http://esoterics

![](https://i.gyazo.com/08b04de115d97427d152cb5f37065d2d.mp4)

In order to be able to use this implementation you have to first install [Spine runtime for Unity](http://esotericsoftware.com/spine-unity-download). Consult [the official docs](http://esotericsoftware.com/spine-unity) for the installation and usage instructions. Then download and import Naninovel's sample [Spine extension package](https://github.com/Naninovel/Spine/raw/main/NaninovelSpine.unitypackage).
In order to be able to use this implementation you have to first install [Spine runtime for Unity](http://esotericsoftware.com/spine-unity-download). Consult [the official docs](http://esotericsoftware.com/spine-unity) for the installation and usage instructions. Then download and import Naninovel's sample [Spine extension package](https://github.com/naninovel/samples/raw/main/unity/spine/NaninovelSpine.unitypackage).

::: info NOTE
This integration with third-party commercial product serve mostly as an example on how you can make Naninovel work with another tool. While we're committed to keep the sample integration compatible with Spine updates and changes, please be aware that the functionality will remain bare minimum and we won't be able to provide any support or help on using another product with Naninovel beyond the scope of the sample.
Expand All @@ -500,7 +500,7 @@ Spine's [Skeleton Render Separator](https://github.com/pharan/spine-unity-docs/b
:::

::: tip EXAMPLE
Check out an [example project on GitHub](https://github.com/Naninovel/Spine), where a Spine character is used with Naninovel.
Check out an [example project on GitHub](https://github.com/naninovel/samples/tree/main/unity/spine), where a Spine character is used with Naninovel.
:::

## Narrator Characters
Expand Down Expand Up @@ -530,7 +530,7 @@ The video below demonstrates how to render a Live2D character to a texture, whic
![](https://www.youtube.com/watch?v=81OTbSAnWbw)

::: tip EXAMPLE
Find a complete example on setting up Live2D character render to texture and binding it with a text printer in the [Naninovel Live2D project on GitHub](https://github.com/Naninovel/Live2D).
Find a complete example on setting up Live2D character render to texture and binding it with a text printer in the [Naninovel Live2D project on GitHub](https://github.com/naninovel/samples/tree/main/unity/live2d).
:::

All the other character and background implementation types (except generic) can be set up to render to texture similar to Live2D example.
6 changes: 3 additions & 3 deletions docs/guide/choices.md
Original file line number Diff line number Diff line change
Expand Up @@ -88,7 +88,7 @@ Don't forget about cucumbers!
```

::: tip EXAMPLE
Find a more advanced implementation of interactive map with Naninovel in the Map example project on GitHub: [github.com/Naninovel/Map](https://github.com/Naninovel/Map).
Find a more advanced implementation of interactive map with Naninovel in the Map example project on GitHub: [github.com/Naninovel/Map](https://github.com/naninovel/samples/tree/main/unity/map).

![](https://i.gyazo.com/4987b1c53cd275f3fa56b533f53f3d8c.mp4)
:::
Expand All @@ -111,7 +111,7 @@ Kohaku: Where're you right now?

You can add custom choice handlers based on the built-in templates or create new handlers from scratch. For example, let's customize the built-in `ButtonArea` template.

Use `Create -> Naninovel -> Choice Handler -> ButtonArea` asset context menu to create a button area handler prefab somewhere outside of the Naninovel package, e.g. at the `Assets/ChoiceHandlers` folder.
Use `Create -> Naninovel -> Choice Handler -> ButtonArea` asset context menu to create a button area handler prefab somewhere outside the Naninovel package, e.g. at the `Assets/ChoiceHandlers` folder.

Edit the handler: change font, textures, add animations, etc. For more information on the available UI building tools, check the [Unity documentation](https://docs.unity3d.com/Packages/com.unity.ugui@latest).

Expand All @@ -126,7 +126,7 @@ You can now use the new choice handler by specifying its ID in `handler` paramet
```

::: tip EXAMPLE
Find an example on creating a custom choice handler with a particle system in the following project on GitHub: [github.com/Naninovel/CustomUIExample](https://github.com/Naninovel/CustomUIExample).
Find an example on creating a custom choice handler with a particle system in the following project on GitHub: [github.com/Naninovel/CustomUIExample](https://github.com/naninovel/samples/tree/main/unity/ui).
:::

It's also possible to create a choice handler from scratch by manually implementing `IChoiceHandlerActor` interface. See the guide on [custom actor implementations](/guide/custom-actor-implementations) for more information.
2 changes: 1 addition & 1 deletion docs/guide/compatibility.md
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,7 @@ Supported Unity version range: `2019.4 - 2022.3`. Only latest patches of the ass
It's not uncommon for Unity to introduce regressions even in LTS patches (let alone major releases), hence we recommend 2019.4.40, which is in its final state and doesn't have any known bugs associated with typical VN development. 2020 and 2021 are known to suffer from stability and performance regressions; in case you need a modern Unity version — use 2022.3.
:::

Compatibility issues with future Unity releases (once they reach LTS status) will be addressed in the next Naninovel releases. Compatible Unity versions for past Naninovel releases are specified in the [change logs](https://github.com/Naninovel/Documentation/releases).
Compatibility issues with future Unity releases (once they reach LTS status) will be addressed in the next Naninovel releases. Compatible Unity versions for past Naninovel releases are specified in the [change logs](https://github.com/naninovel/docs/releases).

## UPM Packages

Expand Down
2 changes: 1 addition & 1 deletion docs/guide/custom-actor-implementations.md
Original file line number Diff line number Diff line change
Expand Up @@ -31,7 +31,7 @@ When adding custom implementation types under a non-predefined assembly (via [as
:::

::: tip EXAMPLE
For a complete example on adding custom actor implementation see [Live2D extension project on GitHub](https://github.com/Naninovel/Live2D). Specifically, the custom "Live2DCharacter" actor is implemented in [Runtime/Live2DCharacter.cs](https://github.com/Naninovel/Live2D/blob/master/Assets/NaninovelLive2D/Runtime/Live2DCharacter.cs) script.
For a complete example on adding custom actor implementation see [Live2D extension project on GitHub](https://github.com/naninovel/samples/tree/main/unity/live2d). Specifically, the custom "Live2DCharacter" actor is implemented in [Runtime/Live2DCharacter.cs](https://github.com/Naninovel/Live2D/blob/master/Assets/NaninovelLive2D/Runtime/Live2DCharacter.cs) script.
:::

## Actor Resources
Expand Down
2 changes: 1 addition & 1 deletion docs/guide/custom-actor-shader.md
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@ Be aware, that the shader is expected to have specific properties; check default
When actor is represented as a sprite on a scene, `Custom Sprite Shader` property is available (the case for non-generic implementations when they're not rendered to texture). By default, a simple unlit transparent shader is used; in case you want to implement lighting or surface effects, assign a custom shader to the property.

::: tip EXAMPLE
Check the project on GitHub for an example on how to create and use [texture shader](https://github.com/Naninovel/CustomShader/blob/main/Assets/Shaders/CustomTexture.shader) for adding custom transition effects and [sprite shader](https://github.com/Naninovel/CustomShader/blob/main/Assets/Shaders/CustomSprite.shader) with lighting and self-illumination support to simulate time of day for a background actor: [github.com/Naninovel/CustomShader](https://github.com/Naninovel/CustomShader).
Check the project on GitHub for an example on how to create and use [texture shader](https://github.com/naninovel/samples/blob/main/unity/shader/Assets/Shaders/CustomTexture.shader) for adding custom transition effects and [sprite shader](https://github.com/Naninovel/CustomShader/blob/main/Assets/Shaders/CustomSprite.shader) with lighting and self-illumination support to simulate time of day for a background actor: [github.com/Naninovel/CustomShader](https://github.com/Naninovel/CustomShader).
:::

![](https://i.gyazo.com/a9d7fb29d5e076245ac515d673cc155e.mp4)
4 changes: 2 additions & 2 deletions docs/guide/custom-commands.md
Original file line number Diff line number Diff line change
Expand Up @@ -159,9 +159,9 @@ Notice `ClipPath.DynamicValue` check: we wouldn't be able to preload the resourc
You can find scripts with all the built-in command implementations at `Naninovel/Runtime/Commands` package folder; feel free to use them as a reference when implementing your own custom commands.

::: tip EXAMPLE
Another example of adding custom commands to add/remove items of an inventory system can be found in the [inventory example project on GitHub](https://github.com/Naninovel/Inventory).
Another example of adding custom commands to add/remove items of an inventory system can be found in the [inventory example project on GitHub](https://github.com/naninovel/samples/tree/main/unity/inventory).

Specifically, the command implementations are stored at [Runtime/Commands](https://github.com/Naninovel/Inventory/tree/master/Assets/NaninovelInventory/Runtime/Commands) directory.
Specifically, the command implementations are stored at [Runtime/Commands](https://github.com/naninovel/samples/tree/main/unity/inventory/Assets/NaninovelInventory/Runtime/Commands) directory.
:::

## Overriding Built-In Command
Expand Down
4 changes: 2 additions & 2 deletions docs/guide/custom-configuration.md
Original file line number Diff line number Diff line change
Expand Up @@ -85,9 +85,9 @@ var myConfig = Engine.GetConfiguration<MyCustomConfiguration>();
```

::: tip EXAMPLE
Another example of adding a custom configuration menu to set up an inventory system can be found in the [inventory example project on GitHub](https://github.com/Naninovel/Inventory).
Another example of adding a custom configuration menu to set up an inventory system can be found in the [inventory example project on GitHub](https://github.com/naninovel/samples/tree/main/unity/inventory).

Specifically, the custom configuration is implemented via [InventoryConfiguration.cs](https://github.com/Naninovel/Inventory/blob/master/Assets/NaninovelInventory/Runtime/InventoryConfiguration.cs) runtime script.
Specifically, the custom configuration is implemented via [InventoryConfiguration.cs](https://github.com/naninovel/samples/blob/main/unity/inventory/Assets/NaninovelInventory/Runtime/InventoryConfiguration.cs) runtime script.
:::

To customize editor behaviour of your custom configuration (when it's drawn in the Naninovel's project settings), create a class under an editor script and inherit it from `ConfigurationSettings<T>`, where `T` is the type of your custom configuration. You can use built-in settings editor scripts stored at `Naninovel/Editor/Settings` package folder for reference when building your own editors.
Expand Down
Loading

0 comments on commit 00cdf9e

Please sign in to comment.