Essential Systems
  • Welcome
  • Getting Started
    • Quickstart
    • ‼️Installation Guide
  • Systems
    • Object Pooling
    • Audio
    • Camera Shake
    • Console
    • Dialogue
    • Interface
    • Inputs
    • Proximity
    • Spawner
    • UI Components
    • Particles
    • Objects
    • Editor
    • Scenes
    • Utility
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On this page
  • Render Pipeline
  • Packages & dependencies
  • Using Standard vs. New Input System
  • Disabling/Removing Systems: What You Should Know
  • Fix The type or namespace name 'Volume' could not be found
  • Problem/Issues:
  1. Getting Started

Installation Guide

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Last updated 3 months ago

Render Pipeline

All render pipelines are supported. The demo scenes are created using URP, which means that all materials and lighting are made using URP, but both Built-In and HDRP will work.

Packages & dependencies

You do not require to use or import any of the packages, but some systems may require Unity Packages (e.g. UI components requires the TextMeshPro package unless small changes are made)

= should - some systems are dependent on it = could - a smart package to add (not only for this package but generally good) = additional - most demos will work without it — unless it's explicitly stated that it is needed

  1. TextMeshPro - all UI is made with this package

  2. Post Processing - only Interface system uses this package and can easily be removed by removing a couple of lines of code, more info here.

  3. Visual Effect Graph - only needed if you want to use VFX graph instead of regular Shuriken Particle System.

  4. New Input System - only needed if you want to use this input system instead of the built-in Unity one.

Using Standard vs. New Input System

If you want to use the Standard Unity Input system you must remove a couple of systems.

  1. Remove Systems/Standalone/Interface/New Input System.

  2. Remove Systems/Standalone/Inputs/New Input System.

  3. If a demo doesn't run correctly and you get this warning: The referenced script (Unknown) on this Behaviour is missing!. This is because you need to remove the Unknown (Script) from the EventSystem and replace it with Standalone Input Module.

Disabling/Removing Systems: What You Should Know

Yes, you can remove systems, but there's a catch. Core systems such as Inputs or Pooling are often dependencies for other systems, Alternatives are usually available that can be used instead (except for Interface which is directly dependent on Inputs. This can be changed but need some coding knowledge).

Fix The type or namespace name 'Volume' could not be found

This is beacuse of Post Processing package is not installed. If you do not want to install it you should do the following:

  1. Go to Interface/New Input System/Scripts/PauseUIManager.cs and remove:

    1. [Tooltip("Optional Volume component for controlling post processing during pause.")]
      [SerializeField] private Optional<Volume> volume;
    2. if (volume.Enabled)
          volume.Value.enabled = paused;
  2. Do the exact same thing in the Interface/Standard/Scripts/PauseUIManager.cs.

  3. Go to Interface/New Input System/Interface New scene and open it. Now you can remove the entire Post Processing game object.

  4. Do the exact same thing in the Interface/Standard/Interface Standard.

Problem/Issues:

I’m getting errors like “multiple instances detected” for Pool, Shake Config, or Objects.

This usually happens if you’ve created a new instance of the singleton. To fix it, either delete the one you added and use the demo version or remove the demo version if you prefer your own. Keep in mind, the singletons must be placed under a Resources folder.

I’m getting errors like “no singleton detected” for Pool, Shake Config, or Objects.

This usually happens if you’ve removed a demo singleton or haven't properly placed your own singleton under a Resources folder.

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