├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── EditorBuildSettings.asset ├── NetworkManager.asset ├── TimeManager.asset ├── AudioManager.asset ├── TagManager.asset ├── EditorSettings.asset ├── UnityConnectSettings.asset ├── DynamicsManager.asset ├── Physics2DSettings.asset ├── NavMeshAreas.asset ├── GraphicsSettings.asset ├── QualitySettings.asset ├── InputManager.asset └── ProjectSettings.asset ├── UnityPackageManager └── manifest.json ├── Assets ├── Scenes │ ├── MainScene.unity.meta │ └── MainScene.unity ├── Scenes.meta ├── Prefabs.meta ├── Scripts.meta ├── Prefabs │ ├── WorldPointPivot.prefab.meta │ └── WorldPointPivot.prefab └── Scripts │ ├── WorldManager.cs.meta │ └── WorldManager.cs ├── .gitignore └── README.md /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2017.4.3f1 2 | -------------------------------------------------------------------------------- /UnityPackageManager/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | } 4 | } 5 | -------------------------------------------------------------------------------- /ProjectSettings/ClusterInputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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tag:unity3d.com,2011: 3 | --- !u!126 &1 4 | NavMeshProjectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | areas: 8 | - name: Walkable 9 | cost: 1 10 | - name: Not Walkable 11 | cost: 1 12 | - name: Jump 13 | cost: 2 14 | - name: 15 | cost: 1 16 | - name: 17 | cost: 1 18 | - name: 19 | cost: 1 20 | - name: 21 | cost: 1 22 | - name: 23 | cost: 1 24 | - name: 25 | cost: 1 26 | - name: 27 | cost: 1 28 | - name: 29 | cost: 1 30 | - name: 31 | cost: 1 32 | - name: 33 | cost: 1 34 | - name: 35 | cost: 1 36 | - name: 37 | cost: 1 38 | - name: 39 | cost: 1 40 | - name: 41 | cost: 1 42 | - name: 43 | cost: 1 44 | - name: 45 | cost: 1 46 | - name: 47 | cost: 1 48 | - name: 49 | cost: 1 50 | - name: 51 | cost: 1 52 | - name: 53 | cost: 1 54 | - name: 55 | cost: 1 56 | - name: 57 | cost: 1 58 | - name: 59 | cost: 1 60 | - name: 61 | cost: 1 62 | - name: 63 | cost: 1 64 | - name: 65 | cost: 1 66 | - name: 67 | cost: 1 68 | - name: 69 | cost: 1 70 | - name: 71 | cost: 1 72 | m_LastAgentTypeID: -887442657 73 | m_Settings: 74 | - serializedVersion: 2 75 | agentTypeID: 0 76 | agentRadius: 0.5 77 | agentHeight: 2 78 | agentSlope: 45 79 | agentClimb: 0.75 80 | ledgeDropHeight: 0 81 | maxJumpAcrossDistance: 0 82 | minRegionArea: 2 83 | manualCellSize: 0 84 | cellSize: 0.16666667 85 | manualTileSize: 0 86 | tileSize: 256 87 | accuratePlacement: 0 88 | debug: 89 | m_Flags: 0 90 | m_SettingNames: 91 | - Humanoid 92 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # 3D World Sphere Level Selector 2 | Whenever I have some free time I decide to practice something new in Unity, and one the results of that was me recreating the *"Level Select"* of **Super Mario Odyssey**! I ended up liking the result, so I posted it on reddit ([you can check out the post here](https://www.reddit.com/r/Unity3D/comments/8fkvx6/recreated_the_stage_select_system_from_super/)) and the response was awesome! A lot of people were interested trying it out and asked me to share my code, so I found that to be a great opportunity to build and share a more organized/documented code in order to make the code more accessible! 3 | 4 | --- 5 | 6 | ## General 7 | The **3d World Sphere Level Selector** project was built to make it quick and easy to position 3d points in sphere coordinates and make the game "look" at that specific point. 8 | 9 | The whole code is carefully documented so anyone can fully understand how it works! But if you have any questions just hit me up! 10 | 11 | ![Alt Text](https://i.imgur.com/662BwS4.gif) 12 | 13 | ## Editing 14 | The whole project works with only one script, all you have to do is edit the *List of World Points* in the **World Manager** script on the inspector. 15 | 16 | ![Alt Text](https://i.imgur.com/oPnTECj.gif) 17 | 18 | ## Visualisation 19 | The project is filled with Gizmos and sliders so that it's more intuitive to make changes to the world positions in real-time! 20 | 21 | ![Alt Text](https://i.imgur.com/gYJPPGd.gif) 22 | 23 | ## "Look" Modes 24 | 25 | I've even implemented different behaviours for how the World Point is viewed! 26 | 27 | | Just Sphere Look|Just Camera Look|Sphere and Camera Look| 28 | | ------------- |:-------------:| :-----:| 29 | | | | | 30 | 31 | ## Instructions 32 | 33 | All you need to do is load the *MainScene* of the project and everything is there nice and clean! The most important thing is the *WorldManager* script and the object hierarchy I used on my scene! 34 | 35 | --- 36 | 37 | # That's all folks, thank you very much!! 38 | -------------------------------------------------------------------------------- /ProjectSettings/GraphicsSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!30 &1 4 | GraphicsSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 12 7 | m_Deferred: 8 | m_Mode: 1 9 | m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0} 10 | m_DeferredReflections: 11 | m_Mode: 1 12 | m_Shader: {fileID: 74, guid: 0000000000000000f000000000000000, type: 0} 13 | m_ScreenSpaceShadows: 14 | m_Mode: 1 15 | m_Shader: {fileID: 64, guid: 0000000000000000f000000000000000, type: 0} 16 | m_LegacyDeferred: 17 | m_Mode: 1 18 | m_Shader: {fileID: 63, guid: 0000000000000000f000000000000000, type: 0} 19 | m_DepthNormals: 20 | m_Mode: 1 21 | m_Shader: {fileID: 62, guid: 0000000000000000f000000000000000, type: 0} 22 | m_MotionVectors: 23 | m_Mode: 1 24 | m_Shader: {fileID: 75, guid: 0000000000000000f000000000000000, type: 0} 25 | m_LightHalo: 26 | m_Mode: 1 27 | m_Shader: {fileID: 105, guid: 0000000000000000f000000000000000, type: 0} 28 | m_LensFlare: 29 | m_Mode: 1 30 | m_Shader: {fileID: 102, guid: 0000000000000000f000000000000000, type: 0} 31 | m_AlwaysIncludedShaders: 32 | - 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serializedVersion: 3 9 | m_Name: Horizontal 10 | descriptiveName: 11 | descriptiveNegativeName: 12 | negativeButton: left 13 | positiveButton: right 14 | altNegativeButton: a 15 | altPositiveButton: d 16 | gravity: 3 17 | dead: 0.001 18 | sensitivity: 3 19 | snap: 1 20 | invert: 0 21 | type: 0 22 | axis: 0 23 | joyNum: 0 24 | - serializedVersion: 3 25 | m_Name: Vertical 26 | descriptiveName: 27 | descriptiveNegativeName: 28 | negativeButton: down 29 | positiveButton: up 30 | altNegativeButton: s 31 | altPositiveButton: w 32 | gravity: 3 33 | dead: 0.001 34 | sensitivity: 3 35 | snap: 1 36 | invert: 0 37 | type: 0 38 | axis: 0 39 | joyNum: 0 40 | - serializedVersion: 3 41 | m_Name: Fire1 42 | descriptiveName: 43 | descriptiveNegativeName: 44 | negativeButton: 45 | positiveButton: left ctrl 46 | altNegativeButton: 47 | altPositiveButton: mouse 0 48 | gravity: 1000 49 | dead: 0.001 50 | sensitivity: 1000 51 | snap: 0 52 | invert: 0 53 | type: 0 54 | axis: 0 55 | joyNum: 0 56 | - serializedVersion: 3 57 | m_Name: Fire2 58 | descriptiveName: 59 | descriptiveNegativeName: 60 | negativeButton: 61 | positiveButton: left alt 62 | altNegativeButton: 63 | altPositiveButton: mouse 1 64 | gravity: 1000 65 | dead: 0.001 66 | sensitivity: 1000 67 | snap: 0 68 | invert: 0 69 | type: 0 70 | axis: 0 71 | joyNum: 0 72 | - serializedVersion: 3 73 | m_Name: Fire3 74 | descriptiveName: 75 | descriptiveNegativeName: 76 | negativeButton: 77 | positiveButton: left shift 78 | altNegativeButton: 79 | altPositiveButton: mouse 2 80 | gravity: 1000 81 | dead: 0.001 82 | sensitivity: 1000 83 | snap: 0 84 | invert: 0 85 | type: 0 86 | axis: 0 87 | joyNum: 0 88 | - serializedVersion: 3 89 | m_Name: Jump 90 | descriptiveName: 91 | descriptiveNegativeName: 92 | negativeButton: 93 | positiveButton: space 94 | altNegativeButton: 95 | altPositiveButton: 96 | gravity: 1000 97 | dead: 0.001 98 | sensitivity: 1000 99 | snap: 0 100 | invert: 0 101 | type: 0 102 | axis: 0 103 | joyNum: 0 104 | - serializedVersion: 3 105 | m_Name: Mouse X 106 | descriptiveName: 107 | descriptiveNegativeName: 108 | negativeButton: 109 | positiveButton: 110 | altNegativeButton: 111 | altPositiveButton: 112 | gravity: 0 113 | dead: 0 114 | sensitivity: 0.1 115 | snap: 0 116 | invert: 0 117 | type: 1 118 | axis: 0 119 | joyNum: 0 120 | - serializedVersion: 3 121 | m_Name: Mouse Y 122 | descriptiveName: 123 | descriptiveNegativeName: 124 | negativeButton: 125 | positiveButton: 126 | altNegativeButton: 127 | altPositiveButton: 128 | gravity: 0 129 | dead: 0 130 | sensitivity: 0.1 131 | snap: 0 132 | invert: 0 133 | type: 1 134 | axis: 1 135 | joyNum: 0 136 | - serializedVersion: 3 137 | m_Name: Mouse ScrollWheel 138 | descriptiveName: 139 | descriptiveNegativeName: 140 | negativeButton: 141 | positiveButton: 142 | altNegativeButton: 143 | altPositiveButton: 144 | gravity: 0 145 | dead: 0 146 | sensitivity: 0.1 147 | snap: 0 148 | invert: 0 149 | type: 1 150 | axis: 2 151 | joyNum: 0 152 | - serializedVersion: 3 153 | m_Name: Horizontal 154 | descriptiveName: 155 | descriptiveNegativeName: 156 | negativeButton: 157 | positiveButton: 158 | altNegativeButton: 159 | altPositiveButton: 160 | gravity: 0 161 | dead: 0.19 162 | sensitivity: 1 163 | snap: 0 164 | invert: 0 165 | type: 2 166 | axis: 0 167 | joyNum: 0 168 | - serializedVersion: 3 169 | m_Name: Vertical 170 | descriptiveName: 171 | descriptiveNegativeName: 172 | negativeButton: 173 | positiveButton: 174 | altNegativeButton: 175 | altPositiveButton: 176 | gravity: 0 177 | dead: 0.19 178 | sensitivity: 1 179 | snap: 0 180 | invert: 1 181 | type: 2 182 | axis: 1 183 | joyNum: 0 184 | - serializedVersion: 3 185 | m_Name: Fire1 186 | descriptiveName: 187 | descriptiveNegativeName: 188 | negativeButton: 189 | positiveButton: joystick button 0 190 | altNegativeButton: 191 | altPositiveButton: 192 | gravity: 1000 193 | dead: 0.001 194 | sensitivity: 1000 195 | snap: 0 196 | invert: 0 197 | type: 0 198 | axis: 0 199 | joyNum: 0 200 | - serializedVersion: 3 201 | m_Name: Fire2 202 | descriptiveName: 203 | descriptiveNegativeName: 204 | negativeButton: 205 | positiveButton: joystick button 1 206 | altNegativeButton: 207 | altPositiveButton: 208 | gravity: 1000 209 | dead: 0.001 210 | sensitivity: 1000 211 | snap: 0 212 | invert: 0 213 | type: 0 214 | axis: 0 215 | joyNum: 0 216 | - serializedVersion: 3 217 | m_Name: Fire3 218 | descriptiveName: 219 | descriptiveNegativeName: 220 | negativeButton: 221 | positiveButton: joystick button 2 222 | altNegativeButton: 223 | altPositiveButton: 224 | gravity: 1000 225 | dead: 0.001 226 | sensitivity: 1000 227 | snap: 0 228 | invert: 0 229 | type: 0 230 | axis: 0 231 | joyNum: 0 232 | - serializedVersion: 3 233 | m_Name: Jump 234 | descriptiveName: 235 | descriptiveNegativeName: 236 | negativeButton: 237 | positiveButton: joystick button 3 238 | altNegativeButton: 239 | altPositiveButton: 240 | gravity: 1000 241 | dead: 0.001 242 | sensitivity: 1000 243 | snap: 0 244 | invert: 0 245 | type: 0 246 | axis: 0 247 | joyNum: 0 248 | - serializedVersion: 3 249 | m_Name: Submit 250 | descriptiveName: 251 | descriptiveNegativeName: 252 | negativeButton: 253 | positiveButton: return 254 | altNegativeButton: 255 | altPositiveButton: joystick button 0 256 | gravity: 1000 257 | dead: 0.001 258 | sensitivity: 1000 259 | snap: 0 260 | invert: 0 261 | type: 0 262 | axis: 0 263 | joyNum: 0 264 | - serializedVersion: 3 265 | m_Name: Submit 266 | descriptiveName: 267 | descriptiveNegativeName: 268 | negativeButton: 269 | positiveButton: enter 270 | altNegativeButton: 271 | altPositiveButton: space 272 | gravity: 1000 273 | dead: 0.001 274 | sensitivity: 1000 275 | snap: 0 276 | invert: 0 277 | type: 0 278 | axis: 0 279 | joyNum: 0 280 | - serializedVersion: 3 281 | m_Name: Cancel 282 | descriptiveName: 283 | descriptiveNegativeName: 284 | negativeButton: 285 | positiveButton: escape 286 | altNegativeButton: 287 | altPositiveButton: joystick button 1 288 | gravity: 1000 289 | dead: 0.001 290 | sensitivity: 1000 291 | snap: 0 292 | invert: 0 293 | type: 0 294 | axis: 0 295 | joyNum: 0 296 | -------------------------------------------------------------------------------- /Assets/Scripts/WorldManager.cs: -------------------------------------------------------------------------------- 1 | //using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.UI; 5 | using UnityEngine.EventSystems; 6 | 7 | /// 8 | /// Types of world point "looks". 9 | /// "sphereLook" rotates the world sphere on the X and Y axis. 10 | /// "cameraLook" rotates the camera pivot on the X and Y axis. 11 | /// "sphereAndCameraLook" rotates the world sphere on the X axis and the camera on the Y axis 12 | /// 13 | public enum Rotations { sphereLook, cameraLook, sphereAndCameraLook } 14 | 15 | /// 16 | /// This script should be attached to an empty GameObject that has another empty GameObject as a child, let´s call this new child "WorldParent". 17 | /// Inside the WorldParent, we create the actual Sphere and call it something like "WorldSphere". 18 | /// 19 | public class WorldManager : MonoBehaviour { 20 | 21 | [Header("List of World Points")] 22 | /// The list of world points, all changes can be made in the inspector! 23 | /// Check the WorldPoint Class at the end of the code to see the clas variables. 24 | public List worldPointsList = new List(); 25 | [Space] 26 | [Header("Parameters")] 27 | public Rotations rotationType; 28 | public float lookVelocity = 10; 29 | [Space] 30 | [Header("Public References")] 31 | /// Reference to the Sphere's Parent Transform. 32 | public Transform worldParent; 33 | /// Reference to the 3D World Sphere Transform. 34 | public Transform worldSphere; 35 | /// Reference to the Camera's Parent Transform. 36 | public Transform cameraParent; 37 | [Header("Prefabs")] 38 | /// Reference to the World Point Prefab. The prefab should be an empty GameObject that has a child that is moved on the Z-axis. 39 | /// The child has to be moved to the edge of the 3D sphere. In Unity's default sphere, that's 0.5 on the Z-axis. 40 | public GameObject worldPointPrefab; 41 | [Space] 42 | [Header("UI Stuff")] 43 | public Transform _ButtonUiHolder; 44 | 45 | /// Private variables 46 | private Transform target; 47 | private Vector3 rotation = Vector3.zero; 48 | 49 | void Start () { 50 | 51 | /// If World Points List is empty, create a few examples 52 | if (worldPointsList.Count == 0) 53 | { 54 | WorldPoint a = new WorldPoint(); 55 | a.name = "Example 1"; a.color = Color.red; a.x = 0; a.y = 20; 56 | WorldPoint b = new WorldPoint(); 57 | b.name = "Example 2"; b.color = Color.green; b.x = 50; b.y = -20; 58 | WorldPoint c = new WorldPoint(); 59 | c.name = "Example 3"; c.color = Color.blue; c.x = -20; c.y = -10; 60 | worldPointsList.Add(a); worldPointsList.Add(b); worldPointsList.Add(c); 61 | } 62 | 63 | /// Loop through the list of world points 64 | for (int i = 0; i < worldPointsList.Count; i++) 65 | { 66 | /// Create the world point for the according element in the loop. 67 | CreateWorldPoint(worldPointsList[i]); 68 | /// Create the debug buttons for the according element in the loop. 69 | CreateDebugWorldPointButton(worldPointsList[i]); 70 | } 71 | 72 | /// Look at the first world point (If the list count is bigger than 0). 73 | if (worldPointsList.Count > 0) 74 | { 75 | LookAtWorldPoint(worldPointsList[0]); 76 | } 77 | 78 | } 79 | 80 | /// 81 | /// Function that creates the visual representation of a World Point class. 82 | /// 83 | /// Reference to the World Point to be created. 84 | void CreateWorldPoint(WorldPoint wp) 85 | { 86 | /// Instantiate the World Point point prefab as a child of the world sphere (As new GameObject) 87 | GameObject pivot = Instantiate(worldPointPrefab, worldSphere.transform); 88 | /// Use the World Point coordinates to rotate the New GameObject in euler angles. 89 | pivot.transform.eulerAngles = new Vector3(wp.y, -wp.x, 0); 90 | /// Name the New GameObject 91 | pivot.name = wp.name; 92 | /// Set the target transform of the reference World Point. 93 | wp.SetTarget(pivot.transform.GetChild(0)); 94 | /// Change the color of the new Game Object's renderer. 95 | pivot.GetComponentInChildren().material.color = wp.color; 96 | } 97 | 98 | void Update () { 99 | 100 | /// Use the keyboard numbers to look at the world points. 101 | for (int i = 0; i < worldPointsList.Count; i++) 102 | { 103 | if (Input.GetKeyDown(i.ToString())) 104 | { 105 | LookAtWorldPoint(worldPointsList[i]); 106 | } 107 | } 108 | 109 | /// Lerp the angle of the world sphere on the Y (euler) axis using the X coordinates of the currently selected World Point. 110 | Vector3 worldAngle = new Vector3(0, Mathf.LerpAngle(worldSphere.localEulerAngles.y, rotation.x, lookVelocity * Time.deltaTime), 0); 111 | /// Lerp the angle of the world sphere PARENT on the X (euler) axis using the Y coordinates of the currently selected World Point. 112 | Vector3 worldParentAngle = new Vector3(Mathf.LerpAngle(worldParent.localEulerAngles.x, -rotation.y, lookVelocity * Time.deltaTime), 0, 0); 113 | 114 | ///Camera Lerps 115 | Vector3 cameraAngle = new Vector3(Mathf.LerpAngle(cameraParent.localEulerAngles.x, rotation.y, lookVelocity * Time.deltaTime), Mathf.LerpAngle(cameraParent.localEulerAngles.y, -rotation.x, lookVelocity * Time.deltaTime), 0); 116 | Vector3 cameraAxisAngle = new Vector3(Mathf.LerpAngle(cameraParent.localEulerAngles.x, rotation.y, lookVelocity * Time.deltaTime), 0, 0); 117 | 118 | if (rotationType == Rotations.sphereLook) 119 | { 120 | worldSphere.localEulerAngles = worldAngle; 121 | worldParent.localEulerAngles = worldParentAngle; 122 | } 123 | 124 | if (rotationType == Rotations.cameraLook) 125 | { 126 | cameraParent.localEulerAngles = cameraAngle; 127 | } 128 | 129 | if (rotationType == Rotations.sphereAndCameraLook) 130 | { 131 | worldSphere.localEulerAngles = worldAngle; 132 | cameraParent.localEulerAngles = cameraAxisAngle; 133 | } 134 | 135 | } 136 | 137 | /// 138 | /// Function that changes the current focused World Point. 139 | /// 140 | /// 141 | void LookAtWorldPoint(WorldPoint wp) 142 | { 143 | rotation = new Vector3(wp.x, wp.y); 144 | target = wp.target; 145 | } 146 | 147 | /// Draw Gizmos to facilitate the World Points visualisation. 148 | void OnDrawGizmos() 149 | { 150 | #if UNITY_EDITOR 151 | /// Only draw the gizmos is there is at least one world point. 152 | if (worldPointsList.Count > 0) 153 | { 154 | /// Loop through all the world points. 155 | for (int i = 0; i < worldPointsList.Count; i++) 156 | { 157 | /// Set gizmos color to be equal the correspondent world point. 158 | Gizmos.color = worldPointsList[i].color; 159 | /// Just in case the color is "empty", set it to Red. 160 | if (Gizmos.color == Color.clear) Gizmos.color = Color.red; 161 | /// Create two empty gameobjects to simulate the world point prefab's position / rotation. 162 | GameObject gizmoPoint = new GameObject(); 163 | GameObject gizmoParent = new GameObject(); 164 | /// Move the gizmoPoint to the edge of the sphere (0.5f on the Z axis) 165 | gizmoPoint.transform.position += -Vector3.forward/2; 166 | /// Parent the gizmoPoint to the "gizmoParent" object in the center. 167 | gizmoPoint.transform.parent = gizmoParent.transform; 168 | /// Rotate the gizmoParent object based on the world point cooridates. 169 | gizmoParent.transform.eulerAngles += new Vector3(worldPointsList[i].y, -worldPointsList[i].x, 0); 170 | /// Keep track of the world point position in play mode in order for the gizmos to follow. 171 | if (Application.isPlaying) 172 | { 173 | gizmoParent.transform.position += worldSphere.transform.position; 174 | gizmoParent.transform.rotation = worldPointsList[i].target.parent.rotation; 175 | } 176 | /// Draw a gizmo sphere in the world point position. 177 | Gizmos.DrawSphere(gizmoPoint.transform.position, 0.07f); 178 | /// Destroy all the objects created. 179 | DestroyImmediate(gizmoPoint); 180 | DestroyImmediate(gizmoParent); 181 | } 182 | } 183 | #endif 184 | } 185 | 186 | /// ------------------------------------------------ DEBUG STUFF ------------------------------------------------------ /// 187 | 188 | void CreateDebugWorldPointButton(WorldPoint wp) 189 | { 190 | GameObject button = new GameObject(); 191 | GameObject text = new GameObject(); 192 | button.transform.SetParent(_ButtonUiHolder); 193 | button.transform.localScale = Vector3.one; 194 | button.transform.localPosition = Vector3.zero; 195 | button.AddComponent(); 196 | button.AddComponent(); 197 | Button b = button.AddComponent