Setting Up

Getting Off the Ground

Welcome to JetEngine! The purpose of this guide is to get your game – ahem – off the ground as quickly as possible.

After importing the JetEngine library, create an empty scene.

Then, via the menu, go to:

  • Navigate to Tools > JetEngine > Setup Level Scene.

And boom! You’re ready to go. If you hit the Play button, you’ll see that you’re already up and running!

If you’re just setting up a new project for the first time, you can also automatically add the required tags and layers to your project file. In the menu, simply go to:

  • Tools > JetEngine > Add JetEngine Tags
  • Tools > JetEngine > Add JetEngine Layers

Modifying the Player

Customizing Feel

Now we’re at the really fun part! Here, we get to edit the Player’s movements, or States, all the way from simple things like walking and jumping to more unique things like dashing, climbing, and bouncing from enemies.

If you drag out the Player prefab, (TODO: Figure out where this comes from, etc.), expand it and drill down into Player > Controllers > Controller.

In the Inspector, you’ll see JetController, which manages the available States on an actor. You can expand its Animations field and slot various animation clips, which will be played automatically at the appropriate time.

Adding New Mechanics

Below JetController, you’ll see components for various other states, including JumpState and MovingState. Here, there are a variety of fields that let you fine-tune how the actor moves and behaves. Additionally, you’ll see that every State has its own slots for the AnimationClips that play while that state is active. Many states just have one, but more complex states can have more; for example, JumpState allows you to slot unique AnimationClips for the start, body, and crest of the jump.

Let’s try giving the Player an entirely new State! In the Project pane, open up Scripts > JetEngine > _States, and drag the DashState script onto the Controller GameObject. That’s all it takes! Now, if we hit the Play button, our player will perform a dash move when the dash input is pressed. Like every other JetState, we can slot an animation to play here, or we can use the Inspector to adjust more than a dozen values to give this dash its own sense of feel and timing.

You’ll see other JetStates in the _States folder as well! Want to make the player bounce on enemies? BounceState has you covered. Want to climb up ladders? LadderState is the script for the job. And we’ll be releasing new States periodically, so JetStates are your one-stop shop for an ever-expanding arsenal of classic gaming mechanics.

Creating an Enemy

Getting the Enemy Onstage

We’ve gotta have some enemies for the player to tackle, right? Fortunately, that’s easy too!

Go to GameObject > Create JetEngine > Create Enemy. (TODO: This needs to exist). This will give us a prefab with all the tools an Enemy needs, including physics, a Controller, animations, and even some customizable AI.

Most of this should look familiar by now, because all of the base components are the same ones we used for the Player! If you expand the Enemy GameObject, you’ll see that it’s got a Controller, and it has its own JetState components. If you want to add new functionality to the enemy – say, to allow them to jump – it’s as easy as dragging a JumpState component onto that GameObject.

Enemy AI

The last piece of the Enemy puzzle is AI. You’ll see that the enemy has its own AI GameObject, with a component called MovementAI. Here, we can configure a myriad of basic enemy behaviors, including the direction they move in, if they turn when they hit a wall, if they jump when they touch a ledge, and even if they should attack on a timer.


Setting Up an Attack

So we just made a new enemy, but what if we want it to be tougher? No worries! Let’s walk through giving it a projectile attack.

Click on the Enemy GameObject, and go to GameObject > Create JetEngine > Create ProjectileAttack. (TODO: Make this work.) This will give us a new child GameObject to the enemy, complete with all the components we need to make the enemy fire bullets periodically.

If you expand this object, you’ll see that it has a child called JetPool. While the Attack component gives us access to the behaviors of the attack – the animation that plays, the cooldown between attacks, and more – the JetPool is where the actual projectile will be housed. In the Inspector, you’ll see a Prefab slotted here; that prefab will be used as our projectile, and spawned as needed.

Simple Attack AI

Now that our Attack has been created, let’s go to the AI GameObject, and look at the MovingAI script in the Inspector. The bottom field is called “Attacks.” The top slot here is called “AttackToPerform,” and by dragging the new Attack child object onto this slot, we’ll give the AI access to that attack. The bottom int, “FramesBetweenAttacks,” tells the AI how many frames to wait between attacks; if this value is set to 240, it will fire a projectile every 240 frames.

And that’s it! If we hit Play now, we’ll see that the enemy is firing bullets at us! Nothin’ to it.

Coincidentally, you’ll notice that the Player already has an Attack on it. As with everything else, the Player and Enemies use the same components; the only difference is that the Player is set up to read inputs from a keyboard or a controller, while the Enemy uses its AI class to govern what to do and when.

Putting Levels Together

Level Up

What’s a game with only one level? We need an easy way to put scenes together, and JetEngine delivers.

But first, let’s try making our existing scene a little bigger. The yellow lines bordering the scene are called SceneBoundaries. You can click and drag to move any of those, and they’ll automatically snap to multiples of the room size. Try dragging the right SceneBoundary over, so the scene is two rooms in width.

Now, we’ll want to make a second scene so we can put these first two together. Make a new scene, and as before, hit Tools > JetEngine > Setup Level Scene. If you recall, this will give you all the basic building blocks of a scene; if you hit Play to test the scene, you’ll see that you can even test it directly in the Editor, with the Player spawning in at the white starburst spawn point icon. But for now, save this scene as something elegant and descriptive, like “Test_2,” and then open up our first scene again.

Now pop open the Scenes folder in the Project pane, and open up our original scene. Here’s where the magic happens: pop open the Resources > System folder, and drag an instance of SceneLoader_right onto the stage. It’s going to try to snap to the right edge of your scene, which is exactly what we want. Click on it, and look at its Inspector.

Under its SceneLoader component, there are a few things we’ll want to tweak. The first option, Identifier, is a unique string ID used to differentiate this SceneLoader from any other SceneLoaders in the same scene. For simplicity’s sake, it’s easiest to call the first one A, the second one B, and so on and so forth. The second field, Level To Load, is the name of the scene that will be loaded when the player touches this SceneLoader; here, we’ll enter “Test_2,” since that’s the name of the other scene we just made. Finally, there’s a Load Point field; this is the ID of the SceneLoader in the new scene that we want to load into. We can leave this as “A” for now.

There’s one last thing to take care of: as you’ve probably guessed, Test_2 has no SceneLoaders yet. In this scenario, the engine will simply load the player into the white Spawn Point icon, or if that doesn’t exist either, into Vector3.zero. To ensure that we load in at the right place, drag a SceneLoader_left into this scene, which will handily auto-snap to the left side of the room. Give this an Identifier of “A;” since the SceneLoader in the previous room’s Load Point is set to A, it will know to load us into this specific SceneLoader. Then change Level To Load to “Test_1” so that this SceneLoader will load us into the previous room.

Now we can test this in action! From either of the two rooms we’ve created, hit the Play button. Then, if you move onto either of the two SceneLoaders, it will load you directly into the other one.

There’s one last thing we should tweak. You’ll want to be aware of the BoxCollider height of your SceneLoaders; they should cover every open inch of space to prevent scenarios where the player would run into the edge of the screen and accidentally not trigger them. Additionally, it’s very important to make sure they’re exactly the same height and that they don’t extend into the floor; this will prevent SceneLoaders from making the player look choppy as they change scenes, or worse yet, from loading the player into the floor.

Where to Go From Here

The Sky’s the Limit

Under the Resources folder, you’ll see a variety of things you can use to flesh out your levels, including enemies, obstacles, and powerups. We’ll be periodically updating with new goodies for you to use, so keep checking back!

Writing Your Own Scripts

In the meantime, you might want to make your own stuff, as well! Fortunately, JetEngine makes that pretty easy.

If you’re creating a new enemy, you can use the GameObject > Create JetEngine > Create Blank Enemy (TODO: Make this work.) On the base level of the resulting GameObject, you’ll see an “Enemy” component; if you want to create an entirely new script for this enemy to use, you can extend Enemy.cs, and put that new script in place of the existing Enemy component on this object. Similarly, you can extend Player.cs to create a new Player script.

Additionally, you can override Powerup.cs to make new powerups. If you’re feeling really overzealous, you can even create your own brand-new movements and mechanics by extending JetState.cs, but be forewarned that we’ll be updating with new versions of these, so it may not be necessary.