Setup a Creator
Download and install Unity 2020.3.20f1.
(Optional)
Download and install Blender. This is not required, but it's useful to create custom models for the field.
It does not have to be Blender, it can be 3DS Max or other 3D modeling program that Unity can import the file.Download the latest BountersLevelEditor.zip file.
Unzip the BountersLevelEditor file somewhere on your computer, for example C:/UnityProjects/BountersLevelEditor
Start Unity Hub, and click the Add button. Browse to the unzipped BountersLevelEditor folder and select it. This will open the BountersLevelEditor as a Unity Project.
Create a Field
After making the design of the field,
Create Field Manager. First, Create Empty GameObject, and Add Component 'Field Manager'.
Position, Rotation, and Scale won't affect anything to the Field Manager.
Add Directional Light, and add it to Sunlight on Field Manager.
Add appropriate 'Physics Material' to the objects in the field. This will make footstep sound when player walks over it.
You can add the physics material on the object by drag and drop the material on the Physics Material section on Collider.
If the object has no collider, you don't need to add Physics Material.
Add player spawn points. This is where player spawns and if the field does not have any of those, player cannot spawn in the field.
Create empty GameObject and place it where players will spawn.
Currently, Bounters have Free For All only, so spawn points should be added to 'Free For All Spawn Points'.
If those points are not added on Field Manager, the points are not activated in game.
Add lootboxes. Game still can be run without lootboxes, but it's one of main features in Bounters so it's good to have them.
If you don't want them in the game field, you can skip this part.
Add primitive 3D objects (Cube, Sphere, Capsule, Cylinder) or custom 3D models. For custom models, Collider needs to be added to make players to interact with it.
Add Lootbox component.
If you want lootboxes to have animation, Add Animator component, create new Animator Controller, add it to Animator.
Make Animator Controller like this; Add Bool 'open', and make a state like the following image.
Add Audio Source component if lootbox makes sound. Set Spatial Blend to 1. Add audios on Open Audio and Close Audio in Lootbox component.
Also, add those lootboxes in 'Lootboxes' on Field Manager.
Export a Field, Play in the Field
Click the game field scene file on Project tab.
Click on 'Asset Labels', and click 'AssetBundle' dropdown.
Click 'New', and type the field name. This name will be the game field file name.
Click 'None' dropdown next to AssetBundle dropdown, and click 'field' button. Note that it must be 'field', otherwise, Bounters cannot read the file and will fail to load the field.
Click 'Tools' on top bar, then click 'Build Map' button.
'Bounters Field Builder' window shows up. Click 'Build [your field name.field] Field' button. Wait until it builds the field.
After finishing build, on the console, 'Bounters Field Builder: The assetbundle "your field name.field" has been sucessfully built!' message will show up.
'Bounters Field Builder' window shows up. Click 'Build [your field name.field] Field' button. Wait until it builds the field.
After finishing build, on the console, 'Bounters Field Builder: The assetbundle "your field name.field" has been sucessfully built!' message will show up.
Go to BountersLevelEditor/Exported Fields folder, and there should be built field file. Copy that file to Bounters Client GameData folder, and Bounters Server ServerFiles folder. Now you can play Bounters on your custom game field!