Mask Component - Blank Canvas Tutorial
#Content Editor #Blank Canvas #Mask Component #Simple difficulty
Please NoteοΌThis tutorial mainly explains how to create interactive materials using the Mask Component to display target images through clicking, dragging, and other interactive methods. It is recommended to use it together with the demo and feature introduction document for a better understanding!
1. Basic Info
[Difficulty]: ββ
[Applicable Products]: Universal
[Interaction]: Drag and drop to the specified location
[Freedom]: Fixed process
[Core Assets]: Image
[Features]: Mask ShapeγMasking GroupγDrag event
2.Effect Preview
Best experience for playable on mobile devices | Vertical screen | Horizontal screen |
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Scan to play |
3. Gameplay Overview
Before starting the production, we need to outline the gameplay logic for this caseοΌ
Upon entering the trial, display [black and white background] and [operation guide], guide the player to slide to color
Player drags the rainbow bar
If not dragged to the specified position, the rainbow bar returns to its original position
If dragged to the specified position, the coloring is successful and the ending scene is redirected to
In the ending scene, when the player presses the button, redirect him to app store.
4.Production Approach
Core Concept: Minimize the number of animations and events within each scene, maintain clear logic in scene segmentation, and keep the layer structure simple.
Scene Segmentation: Based on the gameplay overview from the previous section, we can divide this case into 2 scenes for production.
Scene Name | Scene 1 - Core Gameplay | Scene 2 - End Page |
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Visual Rendering | ||
Scene Description | Player drags the rainbow bar to color the image. | Success feedback & Redirect button |
Core Assets | Static Images: Colored image (Masking Group) Rainbow bar (Follow Element) Black and white background Guiding finger Audio-visual packaging: Rainbow bar particle effect (Follow Element) Click sound effect | Static Images: Colored image Redirect button Audio-visual packaging: Star particle effect Success sound effect |
Core Animations | Guiding finger: Displacement Easing Guiding text: Flash | Feedback text & Redirect button: PulseFront Background light: Spin Easing |
Core Events | Trigger Object: Mask Shape Trigger Event: Drag and drop to the specified location Response Event: Redirect to the next scene | Trigger Object: Redirect button Trigger Event: Press Response Event: Redirect to app store |
5. Production Guidelines
*The core content consists of Step 2"Component Parameter Setting," and Step 5"Event Setting."
Step 1 - Scene Setup
It is recommended to upload all assets into the "Project Assets" after creating the project for easier access and usage in the future.
1. Global Scene
1οΌAdd BGM and Background Image in the "Global Settings" section.
2οΌAdd permanent download button, logo and other product information under [Global Scene], and adjust the position and size of each asset. Group and sort the assets reasonably.
2. General Scene
1οΌIn Scene 1, click on "Gameplay Template" and select the Mask Component from the "Component" to add it.
2οΌAdd the guiding finger, guiding text, and click sound effect. Adjust the position and size of each asset.
3οΌIn Scene 2, add corresponding feedback assets and adjust their positions and sizes (you can group all assets together for easier landscape adaptation).
4οΌSet the parameters of the feedback sound effect to "autoplay 1 time upon open."
5οΌCheck Scene 2 as the "Ending Scene."
Step 2 - Component Parameter Setting
1.Exterior
Select the Mask Component and adjust its size to the desired dimensions under the Exterior parameters.
2.Mask Settings
2.1 Masking Group
The "Masking Group" contains the content that will be displayed within the coverage area of the "Mask Shape."
First, add the final image (colored image) that needs to be displayed into the "Masking Group."
2.2 Custom Groups
1οΌAdd mask custom group 1 (named "background_image"). Add the initial image (black-and-white image) to the group and adjust its layer order to the lowest.
2οΌAdd mask custom group 2 (named "outer_frame"). Add the frame image to the group and adjust its layer order to the highest (decorative image that should always stay on top).
2.3 Mask Shape
1οΌIn this case, we choose a rectangle as the Mask Shape.
2οΌClick on "Rectangle" to open the parameter window and adjust the size of the Mask Shape to cover the final displayed image.
3οΌMove the Mask Shape to the right side (without overlapping the Masking Group).
2.4 Follow Element
Under "Follow Element," add the rainbow bar and rainbow particles, and adjust their positions and sizes accordingly.
Step 3 - Landscape & Portrait Orientation Adaptation
After completing the layout for portrait orientation, we need to adjust the "layout for landscape orientation" and the "screen adaptation for both landscape and portrait orientations."
1. Adjust the layout for landscape orientation
1οΌIn Scene 1, switch to landscape mode. Select all the top-level layers, including the Mask Component, and use the "Reuse vertical screen position configuration" feature to automatically arrange them for landscape mode.
2οΌThen, individually adjust the position and scale of each layer to display the complete core gameplay-related content.
3οΌSimilarly, repeat the process for Scene 2 and the Global Scene to complete the layout for landscape mode.
2. Adjust the Screen adaptation
In this case, we want the persistent information group in portrait mode to always be at the top of the screen for each device model. Therefore, we adjust its "Screen adaptation" to "Top-Fit" (other layers remain centered without adjustment).
Step 4 - Animation Setting
In this case, the animations and particle effects used are as follows. Let's go through them one by one:
Scene 1: Guiding finger displacement animationγGuiding text blinking animation
Scene 2: Feedback text & Redirect button scaling animationγBackground light rotation animationγStar particles
1. Guiding fingerοΌDisplacement Easing
Select the hand image [gf_hand], Add Animation - Universal - Displacement Easing, as a looping guiding animation. Set the parameters as follows:
2.Guiding textοΌDisplacement Easing
Select the guiding text [text_guide], Add Animation - Emphasize - Flash, as a looping guiding animation. Set the parameters as follows:
3.Redirect button & Feedback text:PulseFront
1οΌSelect the redirect button group [btn_end], Add Animation - Emphasize - PulseFront, as a looping guiding animation. Set the parameters as follows:
2οΌDuplicate the animation to the feedback text [text_feedback], adjust the parameters slightly, and use it as a looping display animation. Set the parameters as follows:
4.Background lightοΌSpin Easing
Select the background light image [light], Add Animation - Universal - Spin Easing, as an additional effect animation. Set the parameters as follows:
5.Particle Effects
1οΌOpen the "Asset Library"- "Particle", choose suitable particle effects (such as star particles) to enhance the visual effect of the scene.
2οΌAdjust the position of the particles to suitable locations (remember to adjust for both portrait and landscape modes).
Step 5 - Event Setting
To complete the setup of all animations, we need to configure the logic of the gameplay using "events."
The contents related to events and settings in this case include: hiding the guiding interaction when the Mask Shape is pressed, redirecting to the end scene after dragging the Mask Shape to a specific position, and redirecting to app store after pressing the redirect button.
Next, we will explain each step in sequence.
1. Layer: Mask Component
1οΌSelect the [Rectangle]. Add Event - Press. Add response events:
Set Tracking Event, select tracking ID 1, and edit the tracking name as "Player First Press."
Hide the guiding interaction
Play the click sound effect once
2οΌAdd Event -Drag and drop to the specified location. Edit the [Specified Area] and [Custom Draggable Range], selecting the drag direction as horizontal.
(If the draggable range is set to "Full Screen", there might be a possibility of dragging too far, revealing the black-and-white background image.)
3οΌ Add response events:
Set Tracking Event, select tracking ID 2, and edit the tracking name as "Successfully completed coloring."
Redirect to the next scene
2. Layer: Redirect button group
Select the redirect button group [btn_end]. Add Event - Press. Add response events:
Set Tracking Event, select tracking ID 3, and edit the tracking name as "Ending Page Trigger redirection."
Redirect to app store.
3. Layer: Persistent download button group
Select the persistent download button group [group_ctat] . Add Event - Press. Add response event: Redirect to app store.
These are all the events used in this case. With the completion of all event settings, our material is completed.
Step 6 - Overall Preview
1οΌIt is advisable to preview your work promptly after completing each step in the creation process to check if the settings are correct.
2οΌOnce everything is completed, it is recommended to perform an overall preview on different devices, languages, and orientations to ensure everything is working correctly.
6.Assets Provision
At the end of the tutorial, we have provided all the assets used in this case for you. Click on the compressed file to download it.
You can use these assets to follow the tutorial and try to make it, so that you can start using the Content Editor and Mask Component to make such materials as soon as possible.
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