🔑Tips, Tricks and Hotkeys

Overview

In this document, you can easily find out where exactly in GKC you’ll find a particular feature. Each feature is described with different keywords but we encourage keeping the words you use to search a feature to a minimum.

Each feature will have its full path written out, but please remember the following formatting as it will help you understand where exactly inside GKC you can find it:

Path GameObject Component [Button] {Section Title} Feature

The first Tip is shown in full so you can understand where to go, the rest are more direct.

Visual Aids

Tip #1: Remove Camera Reticle

Displays a small white dot in the middle of the screen at all times.

LOCATION

Player And Game Management - Player 1 - Character - Player Camera - Player Camera - [Settings] - {Use Camera Reticle Settings} - Update Reticle Active State

GameObject (on which the feature is stored):

Component (in which you’ll find the feature):

[Button] (if the feature only becomes visible after pressing a button):

{Section Title} (is useful sometimes for navigation inside crowded gameObject Components):

Feature (the actual feature):

While it is possible to simply hide the camera reticle in the following menu.

LOCATION

Player And Game Management - Player 1 - HUD Elements - HUD and Menus - HUD - Player Info - Health, Energy, Weapons - Main Camera Reticle

  • It is NOT actually recommended to deactivate the reticle in this manner.

  • This will only deactivate the reticle at the beginning of the runtime, however, there are several features that might bring back the reticle when used.

  • For example, after using an access panel. Therefore, do not deactivate the reticle UI component, but its feature instead.

Tip # 2: Scene number for home menu

Defines the index number of the scene that is loaded when clicking Exit to Home on the pause menu.

LOCATION

Player And Game Management - Player 1 - Character - Menu Pause - Scene Number for Home Menu

Tip # 3: Time Bullet

When pressing Z, a slow-motion mode is entered until you press Z again.

LOCATION

Player And Game Management - Player 1 - Character - Time Bullet - Time Bullet By Input Enabled

Tip # 4: Ground detection settings

Defines which layers GKC will recognize as walkable ground.

LOCATION

Player And Game Management - Player 1 - Character - Player Controller - Player Controller - {Ground Detection Settings} - Layer

  • If your character is still walking on water, make sure you set the most parent gameObject of your water to a layer that you excluded here. If prompted, you might have to apply the layer to all children as well.

  • Sometimes when doing changes to the water, you might have to repeat this step. This behavior has been observed with Gaia for example.

Tip # 5: Increase Walk Speed Enabled

Speeds the walking up over time.

LOCATION

Player And Game Management - Player 1 - Character - Player Controller - Player Controller - {Walk/Run/Sprint Settings} - Increase Walk Speed Enabled

Tip # 6: Shake Camera On Sprint Third Person

Adds an extra camera shake to the player when running.

LOCATION

Player And Game Management - Player 1 - Character - Player Controller - Player Controller - {Sprint Settings} - Shake Camera On Sprint Third Person

Tip # 7: Extra Character Mesh Objects

Used in order to hide objects that are not supposed to be visible in first person mode.

LOCATION

Player And Game Management - Player 1 - Character - Player Controller - Player Controller - [Advanced] - {Character Mesh Settings} - [Show/Hide EXTRACHARACTERMESHGAMEOBJECT]

  • Add as many slots to the list as needed and drag the game objects in here that you don’t want to see in the first person (for example eyelashes, hair, pants, shirt, shoes, etc)

Tip # 8: Double jump

Allows the player to do double jumps by pressing the spacebar repeatedly.

LOCATION

Player And Game Management - Player 1 - Character - Player Controller - Player Controller - [Advanced] - {Jump Settings} - Enabled Double Jump

Tip # 9: Fall Damage Settings

Defines how long you can fall before taking damage when hitting the ground.

LOCATION

Player And Game Management - Player 1 - Character - Player Controller - Player Controller - [Advanced] - {Fall Damage Settings}

Tip # 10: Fall Damage Audio

Play a sound when the player receives fall damage (for example “ouch”).

LOCATION

Player And Game Management - Player 1 - Character - Player Controller - Player Controller - [Advanced] - {Fall Damage Settings} - {Event On Fall Damage}

  • Add a new event and drag your gameObject with the attached audio component in here. If you have multiple different audio files that you’d like to be played randomly when taking damage, you can use the script below and call it RandomInjury, attach it to a gameObject, and add your different audio clips to the list.

  • Then, drag the gameObject into the Event On Fall Damage list and set it to Randominjury.Injurysound

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RandomInjury : MonoBehaviour
{
private AudioSource audioSource;
public AudioClip[] shoot;
private AudioClip shootClip;
void Start()
{
audioSource = gameObject.GetComponent<AudioSource>();
}
public void Injurysound()
{
int index = Random.Range(0, shoot.Length);
shootClip = shoot[index];
audioSource.clip = shootClip;
audioSource.Play();
}
}Land Mark

Tip #11 - Adjusting Land Marks

Displays a blue circle underneath the player when jumping.

LOCATION

Player And Game Management - Player 1 - Character - Player Controller - Player Controller - [Advanced] - {Land Mark Settings} - Use Land Mark

Tip # 11: Disable or Enable Foot Prints

Creates visible footprints on the ground that fades away slowly.

LOCATION

Player And Game Management - Player 1 - Character - Player Controller - Foot Step Manager - {Foot Prints Settings} - Use Foot Prints

Tip # 12: Unlock Infinite Slots (Inventory)

Change the number of items that can be carried in the inventory.

LOCATION

Player And Game Management - Player 1 - Character - Player Controller - Inventory Manager - {Inventory Slots Settings} - Infinite Slots

You can also change the number of inventory slots here using Inventory Slots Amount.

Tip # 13: Examine Object Before Store Enabled (Inventory)

Displays a spinning preview of an item when picking it up and before adding it to the inventory.

LOCATION

Player And Game Management - Player 1 - Character - Player Controller - Inventory Manager - [Examine] - {Examine Object Settings} - Examine Object Before Store Enabled

Tip # 14: Initial Inventory List

Configuration for the items available in the inventory and on the player at the start of the game.

LOCATION

Player And Game Management - Player 1 - Character - Player Controller - Inventory Manager - {Initial Inventory List} - [Show/Hide INVENTORYLISTMANAGERLIST]

  • Use this list to add or remove items to your inventory list that will be available at runtime.

  • Additionally, you can choose whether or not items are equipped.

  • If you want to create new items that could be added to your inventory or picked up in the game, use the Main Inventory Manager outside the Player And Game Management instead.

  • Then, you can use the Initial Inventory List if you want the items to be available in the inventory at the start of the game.

  • If you just started with GKC and want to remove all the weapons after creating the player, remove or disable them here, don’t disable them in the player hierarchy.

Tip #14: Don't Delete Player Modes, Tweak them

Used in order to switch between melee, combat, weapon, powers, etc.

LOCATION

Player And Game Management - Player 1 - Character - Player Controller - Player States Manager - {Players Mode List} - [Show/Hide PLAYERSMODE]

  • Don’t delete players mode, instead just open each player mode individually and untick Mode Enabled.

  • There, you also have an option to Activate Player Mode Events and Deactivate Player Mode Events.

  • You can use this section to unlock additional features, for example, you can use icons instead of text to indicate the current player mode on screen.

  • To do the above, just add UI components to your HUD, for example under Player And Game Management - Player 1 - HUD Elements - HUD and Menus - HUD - Player Info - Player Mode and disable the Text and the Current Player Mode Text.

  • Then, use Activate Player Mode Events and Deactivate Player Mode Events in the Player Modes settings to activate and deactivate them.

Tip #15: Inventory Quick Access Slots

Displays a number of squares at the bottom of the screen with weapons inside.

LOCATION

Player And Game Management - Player 1 - Character - Other Player Systems - Essential Components - Inventory Quick Access Slots - Inventory Quick Access Slots System - Use Inventory Quick Access Slots

  • You can use the number key on the keyboard in order to switch between different weapons easily without having to equip/unequip them in the inventory.

  • If you disable this, you might also want to disable Show Quick Access Slot Selected Icon, otherwise, a white line will appear on the screen when switching to a weapon.

Tip #16: Jump While Swimming

Allows a player to jump out of the water.

LOCATION

Player And Game Management - Player 1 - Character - Other Player Systems - Non Essential Components - External Controller Behaviours - Swim System - Swim System - Can Jump When Swimming On Surface

Tip #17: Underwater Camera Effect

Applies a blue blur to the camera when the player is underwater.

LOCATION

Player And Game Management - Player 1 - Character - Other Player Systems - Non Essential Components - External Controller Behaviours - Swim System - Swim System - Use Event On Camera Underwater Effect

  • You might want to disable this feature if you have an underwater effect generated by a third-party application such as Gaia, etc.

Tip #18: Show Damage Direction

Displays a red cross or x on screen when receiving damage.

LOCATION

Player And Game Management - Player 1 - Character - Other Player Systems - Elements Used By Other Components - Damage On Screen Info System - Damage Screen System - Show Damage Direction

Tip #19: Damage In Screen

Displays the amount of damage you've received in the form of a floating number that displays around the player.

LOCATION

Player And Game Management - Player 1 - Character - Other Player Systems - Elements Used By Other Components - Damage On Screen Info System - Damage Screen System - Show Damage Direction

Tip #20: Ignore Gamepad

If you play your game and GKC is not reacting to your keyboard inputs, check if any external input devices are connected to the PC (for example a controller, a tablet, etc.). If you unplug it and restart the game and it now the controls work, you can follow this step.

LOCATION

Player And Game Management - Input Manager - {Gamepad Settings} - Ignore Gamepad

Tip #21: Multi Axes List (Configure Keys)

Some features cannot simply be disabled, instead, you have to disable the keys that trigger these features. Some of the items in the list below might have an option to be disabled, but as of my current knowledge, they can only be deactivated by disabling the input key

LOCATION

Player And Game Management - Input Manager - {Multi Input List} - [Show/Hide MULTIAXESLIST]

To disable the following keys navigate to:

/-Key (forward slash): Player Controller - Show/Hide Axes - Simple Kick

[-Key (left bracket): Player Controller - Show/Hide Axes - Activate Ragdoll in Runtime

CTRL-Key (left control): Player Camera - Show/Hide Axes - Move Away Camera

#-Key (quote, hash): Player Camera - Show/Hide Axes - Enable-Disable Camera Rotation

Shift-Key (right shift): Player Weapons - Show/Hide Axes - Edit Weapon Attachments

Alt-Key (left alt): Player Weapons - Show/Hide Axes - Weapon Melee Attack

Tip: To find out which feature is assigned to which key, you can go to.

LOCATION

Player And Game Management - Input Manager - {Show Current Input Action List Settings} - [Show Current Input Action List Settings] - [Show Full Current Input Action List]

Now you can see the full available list of keys and their respective features. In order to search for a specific key, use the dropdown “Action Key To Filter” and press the button: [Show Input Actions Keys By Filter].

Tip #22: Chapter Info

Defines the name of the current level, for example in save files.

LOCATION

Player And Game Management - Game Manager - Chapter Info

Tip #23: Set Initial Position

By default, your player faces North when going into play mode (North is in the direction of the blue Z editor axis) with the camera also facing North.

If you want your player AND camera to face a different direction, use Set Initial Position. Don’t rotate the Player Controller gameObject, because it will only rotate your player but not your camera.

LOCATION

Player And Game Management - Set Initial Position At Game Start - Set Initial Position Enabled (and then define the Rotation Offset)

Tip #24: Screen Action Panel

Disable the UI panel in the bottom left corner stating things like fire/draw weapon, wheel menu, draw/holster weapon, attachments, etc.

LOCATION

Player And Game Management - Player 1 - Character - Other Player Systems - Essential Components - Player Input Panels - Player Input Panel System - {Main Settings} - Screen Action Panels Enabled

Tip #25: Head Bob

Disable head bob or change the strength of individual head bobs based on camera state.

LOCATION

Player And Game Management - Player 1 - Character - Player Camera - Pivot Camera Transform - Main Camera Transform - Main Camera - Head Bob - Head Bob Enabled

Press [Show/Hide BOBSTATELIST] to change the intensity of the head bob per camera state.

Below is a list of the original settings (left) versus a bit less intense ones (right)

Tip #26: Compass

Displays a band with a compass at the top of the screen.

LOCATION

Player And Game Management - Player 1 - Character - Map Systems - [Compass Settings] - {Main Settings} - Compass Enabled

You could also disable the compass under Player And Game Management - Player 1 - HUD Elements - HUD and Menus - HUD - Map - Compass Window however, this would only hide the UI component at runtime. If you want to completely disable UI components and never use them, it’s always better to disable their feature on their respective gameObject inside the Character hierarchy, rather than in the HUD Elements hierarchy.

Tip #27: Weapon Info Panel

Displays a weapon info panel (HUD) in the top right corner with the current ammo amount and a weapon thumbnail.

LOCATION

Player And Game Management - Player 1 - Character - Player Controller - Gravity Center - COM - *your player* - *your player’s bones* - Player Elements - Player Weapons - *your weapon* - gunModel - Player Weapon System - [HUD] - {HUD/Hologram On Weapon Settings} - Use Canvas HUD

Repeat this on every weapon used in your game

Tip #28: Hologram On Weapon

Displays a HUD right on the weapon with the current ammo amount.

LOCATION

Player And Game Management - Player 1 - Character - Player Controller - Gravity Center - COM - *your player* - *your player’s bones* - Player Elements - Player Weapons - *your weapon* - gunModel - Player Weapon System - [HUD] - {HUD/Hologram On Weapon Settings} - Use HUD

Note: Repeat this on every weapon used in your game

Tip #29: Projectile Damage

Defines how much damage a weapon projectile generates on the enemy.

LOCATION

Player And Game Management - Player 1 - Character - Player Controller - Gravity Center - COM - *your player* - *your player’s bones* - Player Elements - Player Weapons - *your weapon* - gunModel - Player Weapon System - [Projectile] - {Projectile Settings} - Projectile Damage

Another feature in this section is called Projectiles Per Shot. You might want to change this in parallel to the Projectile Damage, as the two factors will be multiplied.

Tip #30: Laser Beam, Laser Point

Some weapons (for example Assault Rifle) display a visible light beam.

LOCATION

Player And Game Management - Player 1 - Character - Player Controller - Gravity Center - COM - *your player* - *your player’s bones* - Player Elements - Player Weapons - *your weapon* - gunModel - meshParts - Attachment Systems - Attachment Places - Barrel - Laser

Note: Disable the gameObjects in here as needed

Tip #31: Jump When Hold Ledge

Allows the player to jump off a ledge.

LOCATION

Player And Game Management - Player 1 - Character - Other Player Systems - Non Essential Components - Climb Ledge System - Climb Ledge System - Can Jump When Hold Ledge

Alternatively, you can also simply lower the Jump Force When Hold Ledge in here if you just want to reduce the jump height

Tip #32: Wall Running System

Allows a player to walk and run on vertical surfaces.

LOCATION

Player And Game Management - Player 1 - Character - Other Player Systems - Non Essential Components - External Controller Behaviours - Wall Running System - Wall Running System - Wall Running Enabled

Tip #33: Abilities Dpad Panel

Displays a Dpad UI component on the screen.

LOCATION

Player And Game Management - Player 1 - Character - Other Player Systems - Non Essential Components - Player Abilities System - Player Abilities UI System - Use Dpad Panel

This will only disable the UI of the abilities Dpad, not the accessibility of the actual features. You can still use the arrow keys on your keyboard to make use of the abilities themselves. To switch the abilities off completely, disable Ability List Manager Enabled in the same gameObject component.

Whilst you could simply disable the Dpad UI element under Player And Game Management - Player 1 - HUD Elements - HUD and Menus - HUD - Player Info - Health, Energy, Weapons, and More, I recommend disabling its feature instead (as described above).

Tip #34: Player Stealth System

Allows the player to go undetected by enemy AI.

LOCATION

Player And Game Management - Player 1 - Character - Other Player Systems - Non Essential Components - Player Abilities System - Player Stealth System - Player Stealth System - Ability Enabled

Tip #35: Objectives Log

Displays an objective log. U-Key.

LOCATION

Player And Game Management - Player 1 - Character - Objective Log System - Objective Menu Active

Tip #36: Travel Station

Displays a travel station UI menu.

LOCATION

Player And Game Management - Player 1 - Character - Travel Station UI System - Travel Station UI Active

Tip #37: Experience

Displays an experience system UI.

LOCATION

Player And Game Management - Player 1 - Character - Other Player Systems - Essential Components - Experience-Level-Stat Systems - Player Experience System - Experience System Enabled

Tip #38: Extra Camera Rotation

Rotates the camera by a set amount of degrees (180 by default).

LOCATION

Player And Game Management - Player 1 - Character - Player Camera - Player Camera - {Set Extra Camera Rotation Settings} - Set Extra Camera Rotation Enabled

Tip #39: Scan Visor

Activates the scanner system.

LOCATION

Player And Game Management - Player 1 - Character - Other Player Systems - Elements Used By Other Components - Scanner System - Scanner System - Scanner System Enabled

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