Cyber Hook

Cyber Hook

29 ratings
Cyber Hook Level Editor workflow
By Blazing Stick
The official guide to use Cyber Hook's Level Editor.
Create and share your levels through steam and download them directly ingame!
   
Award
Favorite
Favorited
Unfavorite
Introduction
First of all, Welcome to this guide and thank you for your interest in Cyber Hook :)

Please keep in mind that the Level editor is still in BETA and is prone to bugs, please report any you find in the discord where the community and myself (Totos) will be able to help you!

I'll keep updating the level editor based on your feedback for a bit, but I can't make promises, I'm just one dude.


In the current version of Cyber Hook's level editor you'll be able to create your own levels and upload them to the steam workshop using the Unity Engine and our own project.
Yep, you'll be like an unpaid level designer, just like in the industry, minus the crunch hours, wow! :D

Many features of the Unity Engine are still lacking and the workflow is prone to change.
Requirements
You can find CyberHook's level editor in your Steam library in the Tools section.

When you launch the level editor through steam you'll be greeted with a launcher.
This is not the editor itself but a helper that lets you download the right editor version and allows us to give you updates right there.

Make sure that you have downloaded the correct unity editor here.


You can then launch the Unity Editor by pressing the "Launch Unity Editor" button in the launcher
This is not mandatory, just a little shortcut we put there for you <3

Unity should then grind a bit while it generates all the binary files necessary, just relax and watch the little progress bar go crazy and freeze back and forth.
This should only happen once, so don't worry, you won't have to wait 15 minutes everytime you open the project.
Editor usage


Welcome to Cyber Hook's Editor, I won't be able to make a full tutorial on how to use Unity here but you can find some pretty good tutorials left and right that will teach you the basics.
I might also make a stream someday showing how to properly use everything.
Here are the basic windows you'll be using here:

Hierarchy

[On the left]
This is were you'll be see all the objects in the scene.
You can rearrange the hierarchy and add Parent / child which are very helpful when creating levels.

Inspector

[On the right]
You'll use that to view & edit stuff you click in the scene or hierarchy.
It's important to remember this one, it's what we'll mainly use

Project


This is were you'll create your new scenes and store your assets
(asset => everything that is not directly ingame, aka textures, scripts, prefabs, scenes..)
Using Prefabs
Prefabs are a way to store premade PREFABricated objects.
It is HIGHLY recommended to use the ones provided in the editor... since they will be properly exported.
They also make sure you don't have to build your own objects from the ground up.

They can be found in this folder inside your Project window
Assets/Prefabs - LEVEL EDITOR/Resources

To create a new object from a prefab just drag & drop it inside your hierarchy or scene.
Most prefabs have scripts (components) attached to them, I'll come back later to detail more what each prefab does but here is a little list for now.

Keep in mind that prefabs named as _internal_something_something_ can be used but might get updated by us.
You can make your own prefabs by dragging and dropping your assets from the hierarchy to the project tab.


  • _internal_cyberhook_cube_prefab_
    The base cube, core of CyberHook you can scale it, rotate it and place it anywhere to build your level.
    There is also the option to change its color / proprieties in the script "CubeMaterial"
    *Note* the "breakable" shader is just for visual cues, please use the "breakable cube" prefab instead.
  • _internal_cyberhook_player_prefab_
    Just place that anywhere to have a working player ingame. [MANDATORY!]
  • _internal_lim_prefab_
    That is the Level Instance Manager, tricky name but it's just here to handle the level logic.
    Warning its position will be where the player spawns, place it carefuly !
  • _internal_end_door_
    Just stick that where the end of your level is.
    Forget one and you have an infinite level gg (might also make some bugs idk)

Level Exporter
This prefab is more important, it's the one that will let you export your level and upload it to the steam workshop.
I'll detail more of it in the "Uploading to Steam workshop" section but IT NEEDS TO BE IN YOUR SCENE.
Building a level
THAT STUFF IS IMPORTANT SO PAY ATTENTION!
Some objects are MANDATORY in a level for it to properly work.

  • LEVEL INSTANCE MANAGER
    That's the stuff that tells the game we are in a level.
  • Player
    It is not added dynamically, you need to place it. (that might change in the future)
    Also very helpful to test out your level ;)
  • End Door
    If you want your level to be completable.
  • Level Exporter
    To save & upload your level.

And that's it, you technically just need a player and a LIM.

Using the Default Level
The default level is a great way to start your level designing adventure.

It have everything you need to make a level (player, LIM, EndDoor, Level exporter...) and also has the right lighting settings (in case you when to make a cool lightmap, it DOES work :D )

We HIGHLY suggest you make a copy of this scene when creating a new level since we might update it and steam might reset it when we update. Be careful .__.

Uploading to Steam workshop
USE THE LEVEL EXPORTER PREFAB
Add it to the scene you want to export, you can add some meta data to your level (like its name or the time required to get stars) along with a sprite that will be displayed ingame.

Clicking "Export level" will allow you to store it wherever you want.

Clicking "Send level to steam" will allow you to play tetris and give you mad abs - OR - upload to steam, I don't remember...

You will be asked to select a level you previously exported and then select a preview image (the little square image shown in the workshop list)

Make sure you have steam running in the background or you might get an error.
Don't hesitate to message us on discord if you are lost.

The rest is done in the steam workshop so it's not my problem. :lul:

But technically, that's it!
You just need to set your item visibility to Public in the steam workshop page and people will be able to download it and play it in game by shooting new yellow crystal :)
Things to come
This level editor is still in beta, we'll keep updating it based on your feedback.
Please let us know on discord if you find some bugs There are many :X and we'll do our best to fix em all!


Might even have some modding support in the future ;)
8 Comments
Spudwinkle 9 Dec, 2022 @ 5:08pm 
How up-to-date is the level editor, and is it this post still being monitored by the devs?
ifchu 7 Oct, 2021 @ 4:49pm 
how do you progress past the first part it says 0/15 diamonds for next world but I have more than 15 diamonds.
dbarnes.4 17 Jun, 2021 @ 3:05pm 
is it me or is this page looking THICC
Ryuga 5 Mar, 2021 @ 11:03pm 
wow
THICC 29 Dec, 2020 @ 7:30am 
thanks
Aseronni 27 Dec, 2020 @ 9:54am 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
Aseronni 27 Dec, 2020 @ 5:40am 
idk why
Aseronni 27 Dec, 2020 @ 5:40am 
there is no level editor in the tools section