Skip to content

Blueprints

Jack Brett edited this page Jun 10, 2024 · 3 revisions

Define: Blueprints

Blueprints are a handy way to get started on your experiences. They are a collection of Groups, Nodes and Orders which are either a full experience or part of an experience (such as common tropes you will find in most experiences i.e., a menu system).

Using Blueprints

To use a Blueprint, we recommend having a Flow Engine already with a scene you have setup and the Flow Engine Window open but you do not have to meet this requirement.

To add a Blueprint:

  1. Ensure you have the Flow Engine Window open.
  2. Head to LUTE>Create>Blueprints and select your desired Blueprint:

blueprintMenu

  1. In our scenario, we have chosen the 'Menu System' Blueprint:

blueprintMenuExample

This has created a main menu and pause menu system which setups the basic of a starting and loading game point. All of the variables and components that relate to the Blueprint will also be added to the exisiting Engine which ensures that are no missing references.

Creating a New Blueprint

If you have found a series of Nodes that you wish to use again or find that it may be useful to save for future use then you can create your own Blueprints.

To do so:

  1. Ensure you have your Flow Engine created with the Nodes/Groups you wish to save.
  2. Select all of the Nodes/Groups you want to save using the select rect with left-click and drag:

blueprintSelect

  1. Right-click on any of the selected Nodes and select Save as Blueprint. Upon selecting, a popup window will appear asking you to name the Blueprint so give it a logical name and then save it:

blueprintExampleWindow

The Blueprint has now been saved as a new Engine Object (prefab) and a new context menu has been created under the Blueprint sub menu:

blueprintNewChoice

Note: We suggest naming your Blueprint without using spaces and recommend using either hyphens (-), underscores (_) or CamelCase (capitalisation).

Clone this wiki locally