For all unlockables, this is the basic flow of creation, then for each, you'll need to do some additional steps to make them function in-game.
- Scriptable Objects > Folder > Create > Unlockables > Unlockable Type
- Fill in Inspector fields
- Locate the Persistent Manager > UnlockableDatabaseMgr > Add new SO to the Registered Unlockables. Copy updated Persist Mgr over to the other Scenes.
- Locate Level Select Prefab.
- Select the LevelUI you would like the new level to assign to.
- Unlockable Obj ID (script) > Object ID = new level ID
- Button > Level Select Obj (at the top) > LevelSelectUI.SelectLevel > Set number field ID
- Select Obj in room > add Unlockable Object ID (script) > Object ID = new Gacha ID
- Locate Gacha Machine Obj > Gacha Handler > Drag in the room obj to the Gacha Obj array
- GameManager > Trophies > add "trophy" object > add Unlockable Object ID (script) to obj > Object ID = new Achievement ID
- GameManager > Trophy Handler (script) > add trophy obj to the Trophy Obj array
Numbering all starts with a 3-digit number, the first digit being the unlockable type
- Gacha
- Trophies/Achievements
- Levels
For Gacha and Trophies, it only matters that the next two digits be unique, but for Levels, there is a predefined structure of what each level is:
- 301-305 Pocket levels 1-5
- 306-310 Tilt levels 1-5
- 311-315 Wolf levels 1-5
- 316 The Final Level
- 317+ Colt's Levels (if we get to these)