Setup

This page will explain the steps to take when creating a new Blox Game Systems (BGS) based project.

Setup

1) .NET 4.x

After creating a new project you need to make sure that the scripting runtime is set to .NET 4.x. There will be errors if this is not set before importing BGS. Go to the player settings menu: Edit > Project Settings > Player and find the Scripting runtime version option. If you had to change this you will need to restart Unity now.

Api Compatibility Level should be set to .NET 4.x, not .NET Standard 2.0.

2) Packages: TextMesh Pro

TextMesh Pro is a replacement for Unity’s default UI text rendering. You are probably using this already. You should use the version from the Unity Package Manager menu: Window > Package Manager rather than the one on the Asset Store since there is a difference and you will get errors if you installed the wrong one.

3) Packages: DoTween

DoTween (free) is a fast, efficient, fully type-safe object-oriented animation engine, optimized for C#. It is required by some systems in BGS and BGS plug-ins.

Be sure to run the setup before you continue. Open the utility panel menu: Tools > Demigiant > DOTween Utility Panel and press the setup button.

4) Install BGS and its plug-ins

Now you can import Blox Game Systems without error. If you mixed up the steps and installed BGS first you should still be fine after completing all the steps. You will simply get some error messages in the Unity console while performing the steps.

BGS plug-ins should be installed after BGS is installed.

After installing BGS or a BGS plug-in you will want to run the data check to make sure some default data is present in the project. This is done via menu: BGS > Check BGS Data. You only have to do this once after BGS or a new BGS plug-in was installed.

Your Build Settings should now show a 00-bootstrap scene as the 1st in the list. This scene should always appear 1st in the list and is needed by BGS to auto-load other scenes and global prefabs during startup. Do not edit or move this scene from its location in Assets/projectData/Scenes/.

Tutorials

The easiest way to get started with BGS is to watch some of the tutorial videos. It is a big systems, especially with plug-ins present, with many interacting parts. You may also download sample projects to help get started with BGS or a BGS plug-in.

Data & Assets

The BGS package and any of its plug-in you install can be found in the Assets/Tools/ folder. It is advised to not rename or move the locations BSG was installed toand certainly not anything inside of the BGS or BGS plug-ins’ folders.

All BGS settings and assets are stored in the Assets/ProjectData/ folder. It is advised to not rename or move this folder and certainly not anything inside of this folder.

BGS might also add an Assets/Gizmos folder. This is required for some icons to function in Unity. This folder should not be moved/ renamed since Unity depends on it.

After installing BGS or a BGS plug-in you need to run a data check menu: BGS > Check Game Data. This will make sure that some of the important scenes, assets and prefabs are present and set up in the project.

Your Build Settings should show a 00-bootstrap scene as the 1st in the list. This scene should always appear 1st in the list and is needed by BGS to auto-load other scenes and global prefabs during startup. Do not edit or move this scene from its location in Assets/ProjectData/Scenes/.

The Editors

BGS includes a few main editors that you will interact with regularly. You will probably want to open them now and dock in Unity for quick access.

Toolbar

menu: BGS > Toolbar This opens a toolbar window which you can dock somewhere. It provides a quick way to open a BGS main editor.

Main Editor

menu: BGS > BGS Main Editor This is where most settings are changed and data defined. This editor has tabs along the top to separate main sections of the editor. BGS plug-ins will add their own tabs when they need you to configure some data.

Game Data

menu: BGS > Game Data Editor This will open the Game Data system’s editor where you can define new game data types or add data to the definitions.

Blox Editor

menu: BGS > Blox Editor This editor allows you to edit Blox Definitions. Blox are used to control the game’s flow, create dialogue/ story interaction, and by various other systems in BGS to get and set values.

FlowGraph

menu: BGS > FlowGraph Editor This editor allows you to edit FlowGraphs. FlowGraphs are mainly used for creating story flow/ character dialogue or conversation. There are also FlowGraphs for getting and setting data. These are mainly used by the BGS UI updaters.