Skill Tree

Skills for Game Creator allows you to add a skill tree system to your game.

There are two skill tree prefabs, one for the automatic generation of a skill tree based on the types and skills one relies on, and a manual one. Both feature the following functionality:

  • Context Menu support: Unlock a skill, add or remove it to/from the skill bar

  • Hover over informations: Hover over a skill to see informations about it like the required level

  • Skill Bar Assignments via keyboard

You can find the prefabs under Plugins/MiTschMRStudios/Skills/Resources/SkillTree

A skill tree is built like this:

  • Root

    • Header

    • ContainerSkills

      • SkillTreeContentAutomatical

        • SkillType

          • SkillHolder

            • Skill1

            • Skill2

            • Skill...

      • Skill Bar

A skill type contains so called skill holders, which contain all skills that directly rely on each other and are displayed horizontally in one row. Let's see it in action:

When you compare the hierarchy with the skill tree in the above picture, you will immediately notice what belongs to what.

Automatic Skill Tree

The automatic skill tree, as already mentioned, uses the type of the skill and the ones it relies on to set it up. The prefab consists of three parts, the root gameobject with the SkillTreeUIManagerAutomatical component on it and the SkillTreeContentAutomatical prefab with the SkillTreeItemsListAutomatical component on it.

Skill Tree Root

The SkillTreeUIManagerAutomatical component has seven settings and references you can set:

Skill Tree Content

This gameobject has the component SkillTreeItemsListAutomatical on it, which has the following settings and references:

I recommend to play with the settings so you get a feeling for it.

Skill Element

A skill is the heart component of a skill tree. It has many settings and references:

The automatic skill tree has the limitation that it displays skills always in one row, even if you have multiple skills one relies on. It takes the first one and attaches it to this one. If you want skills to rely on multiple skills, you better use the manual skill tree described below.

Manual Skill Tree

For more control over the look, use the manual skill tree. Let's see which settings they have.

Skill Tree Root

The root gameobject has only three references to set:

Skill Tree Content

This gameobject only needs the SkillTreeItemsListManual component on it and is then already set up. Every skill that you add below is detected automatically.

Skill Element

The manual skill element has four settings more than the automatic one:

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