Mini Golf Arena

Mini Golf Arena

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Scene Export Tool (Golf course creation guide)
By Evoluta Studio
This guide is about how to create custom golf courses and send them to the Steam Workshop.
   
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What you need:
  1. Unity engine 2017.4.1f1 recommended. You can download it here[unity3d.com] or here[store.unity.com]
  2. Mini Golf Arena workshop tool. You can download it here[evolutastudio.com].
  3. Basic skills of working in unity engine.
  4. 3d models for your golf course.
If you have any questions, ask them here.
Video guide:
About scene export tool:
This is our developed asset for exporting the game scene from the unity engine.
  • Why custom tool?
    We do not use Asset Bundes for custom maps because they need to be assembled for each OS.
    Our tool also allows us to maintain compatibility with user maps when upgrading the version of Unity in contrast to Asset Bundles.
    But this also imposes restrictions on the available "behaviours" to save in the scene.

  • What is currently available for saving?
    1. Render settings (exclude custom reflection cubemap)
    2. All materials.
    3. Textures. (default mode, normal map mode)
    4. All Models.
    5. Lod groups.
    6. Hierarchy.
    7. Music list (music must be in OGG format)
    8. Hole settings (There is a prefab which in the game will be automatically replaced by a flag with custom textures and materials.)
    9. All types of collider.
    10. Animations in legacy mode (the restriction of unity)
    11. Animations with colliders (enable animation physics, on each moving collider, add a RigidBody with is Kinematic enabled.)
    12. Rigidbody component.
    13. Light component.
    14. Limited list of shaders. (save your custom Shader is not provided, an analogue of the Standard Shader)
    15. Terrain collider.
    16. Terrain. (There are problems with the foliage of the Unity Tree.)
    17. Not more than 18 holes on the map. [1;18]
    18. Places where the player appears on the hole. (so far limited to 1 per hole)
    19. Automatic creation of the loading screen. (further editing is available).
    20. Tags. ("Bound", "CameraDefaultPoint")
    21. Layers.
    22. Animations. (now without network sync)
    23. Text mesh. (if on player PC installed selected font also support custom font)
    24. Audio Sources. (only OGG sound format)
  • Supported shaders list:
    1. All Shaders in folder EvolutaStudio/Shaders
    2. Nature/Terrain/ (Standard,Diffuse,Specular) + Dependencies
    3. Legacy Shaders/Transparent/Diffuse
    4. Mobile/Skybox
    5. Nature/Tree Creator Bark
    6. Nature/Tree Creator Leaves

  • Recommendations:
    1. Do not use Unity trees.
    2. Do not use textures larger than 4096.
    3. The texture size should be a power of two (16,32,64,128,256,512 etc).
    4. Use lod groups.
    5. Default Physics materials (will replaced in game) and custom (will recreated in game).
    6. As little as possible to use mesh colliders. And if to use, set it as convex.
    7. Do not use substance material textures. Export bitmaps from material before use.
If you need something else write to us. here
Preparation:
  1. Create a new unity project.
  2. Import scene export tool. Top left Assets->Import package->Custom package. Select downloaded package. Make sure everything is selected in the package.
  3. Make sure that you have the tags "Bound", "DefaultCameraPoint" in the tag list. If not, then add them. Select some object in hierarchy for see inspector object info.





  4. Make sure the prefab has the correct tag.


  5. Set lod bias to 1.

  6. Preparations are complete.
Game scene:
To see an example of setting up a scene, open the scene that is located here:
"EvolutaStudio\Examples\Scene Example\Example Scene".

Look at the scene hierarchy.
You will see that the objects of the holes are children for ("Hole1", "Hole2").
The main object for all the objects of the wells containing colliders with which the player interacts are the children "Hole objects".
Each hole should have an "Hole Settings" object that has the MainHoleSettings component.
Approximately in this form, you should try to keep the hierarchy on your stage.

Here's what you need to know about setting up the game.
MainHoleSettings:
  1. HoleObjectsParrent -> "Hole objects"
  2. Max Strokes -> the number of strokes is reached when the passage of the hole ends forcibly.
  3. Hole number -> This hole settings number. (It is necessary to create dependencies in the game.) Maximum 18 holes.
  4. Spawn point -> transform which position will be player spawn point.
  5. Camera Animation Transform -> where add hole animation component. (empty if you dont want use animation)
  6. Camera Attach point -> point to attach camera when animation is playing.
  7. Camera Animation Clip -> show animation clip.
  8. Time Before Show Hole -> Time in the animation before the end of the show (shows hole number, PAR).
Map music list:
Here you can set your background music.
(You can set size to 0 and and then there will be no music.)
Flag object:
This object will replaced to the golf flag.
The flag settings are in the Flag Object component.
  1. Flag -> flag material.
  2. Line -> line material.
  3. Hole -> hole material.
  4. Flag Up Time -> time how much need to up flag. (More than 0)
  5. Flag up Radius -> radius where flag will setted to up point.
  6. Hole Number -> The same number as in MainHoleSettings. (Used for more than 1 flag on hole)
Hole section:
Do not use mesh collider. If you use then break your model into small pieces and use convex property.
Do not forget to install physical material.
Bounds:
Each object in contact with which the ball must return with the inscription "Out of bounds" should contain a Bound tag.
Do not forget to put the limiters in case the physics is buggy and the ball does not fly off in an endless flight.

This is all you need to know about the game settings.
Scene export:
You created the scene and are ready to export it.
Open the export window.
Enter the name of the scene displayed to the players. (Scene show name)
Enter the UNIQUE name of the scene. (Scene global name)
Select the camera image from which it will be saved as a loading screen. (You will then be able to change the image)
Exporting the scene will take some time.
Click "Bake to export".
If the export does not start then in the console you will write something that you forgot or the error that you tell us.

The exported scene will be saved in the folder of your project-> workshop->Name

Open the folder with your exported scene.
She looks something like this.
Preview its steam preview image (max size 315kb) If you exceed this size, you will get an error when uploading in.
The recommended maximum size for all scene files is less than 500mb.
Loading 1x1,2x1,1x2 - loading screens (we recommend that you do not write words on them).
Info - scene settings. If you want to translate the name of the map into different languages, open it and change the names of the scene.
You can also change the name of the files or extension (only png and jpg supported). ("Loading_2x1.jpg" -> "Loading1.png")
You are ready to send the scene to the workshop.
Copy the scene folder to the folder with the game.
"Your project\Workshop\YourSceneFolder" ->
WIndows/Linux: "Steam game folder\Mini Golf Arena_Data\Workshop"
MacOS: "Mini Golf Arena .app\Contents\Workshop"

If there is no such folder in the folder with the game, then create it.
Scene upload:
In this guide you will learn how to upload your map to the Steam Workshop.
2 Comments
poopy31016 21 Sep, 2022 @ 4:41pm 
how to upload your map load a map to upload
poopy31016 19 Sep, 2022 @ 7:02pm 
How to fix a opo map put 2 tlemss for 2 of 2 next is makeing new tlemsss put a new tlemss u can ty this out next is 2x3x ok so this is hard so put 2x3x by 3x next is opoing tap 2 tlmes on steam bee now u need to pop a ball next is folp in this guide go peekt a opo or n opo next is comeing soon