Roadmap features (Unity setup)
For contributors: the code for these roadmap-adjacent features lives in the Unity project. Use this checklist to see them in Play mode. The same material is maintained in-repo as docs/ROADMAP_FEATURES_SETUP.md.
1. Mana bar
- In the Hierarchy, select the GameObject that has Player Health Bar UI (or your main HUD object).
- Add Component → Player Mana Bar UI.
- Press Play: the mana bar appears below the health bar (reference resolution 1920×1080).
2. Inventory in portrait
- Inventory Panel UI has Auto Open In Portrait (on by default).
- Resize the Game view so width is less than height, or run on a device in portrait: the inventory panel opens when you enter portrait.
3. Stick combos + jump tweaks
- Jump: Variable height and coyote time live on Player Controller (Jump Cut Multiplier, Coyote Time). No extra setup.
- Stick combos:
- Assets → Create → Helerion → Stick Combo Preferences. Name it (e.g.
StickComboPreferences). - Assign actions for Left-Left, Left-Right, Right-Left, Right-Right on the asset.
- Find the GameObject with Mobile Input Provider (often under Mobile Control UI).
- Add Component → Stick Combo Input. Assign the preferences asset to Preferences.
- In Play, tilt both sticks (e.g. move left + look left) to fire the mapped action.
- Assets → Create → Helerion → Stick Combo Preferences. Name it (e.g.
4. Scrolls for moves
- Assets → Create → Helerion → Scroll Item. Set Ability To Learn to an Ability Item Definition.
- Give the scroll to the player (world pickup, test script, etc.). Open inventory, select the scroll, Use: the ability fills the first free slot (Ability0/1/2).
5. Harvestable trees
- Add Harvestable Tree to a tree prefab. Set Max Health and Drop Table (item + count).
- Optionally assign Drop Prefab (with World Pickup) and Stump Prefab.
- Melee from PlayerCombat applies damage to a Harvestable Tree when its colliders are hit by the attack overlap (configure melee layer mask / colliders as needed). You can still call
TakeDamagefrom interact or other scripts for tests.
6. Lux
- Create an empty GameObject (e.g.
Lux). Add Component → Lux Entity. - Tune Mana Well Radius, Mana Regen Per Second, and Health Regen Per Second. Place it where the player can stand in range.
- In Play, stand in range: health and mana refill to full. Call
LuxEntity.Feed(1f)from code when the player “feeds” Lux to raise Growth Level and regen (and health regen if Health Regen Per Growth Level is non-zero).
7. PvP / faction
- PvP: Off by default. Enable at runtime with
GameRules.pvpEnabled = truefrom a script (no inspector on the static field yet). - Faction: Add Player Faction to the player and set Faction Id / Faction Name for future land-control or honor rules.
See also
- Development Roadmap — Status and planned work
- Design pillars — Why these systems exist