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feat: how to setup UGS In-Editor Tutorial added [MTT-8923] #898

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Jan 17, 2025
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13 changes: 7 additions & 6 deletions Assets/Editor/Tutorials/TutorialCallbacks.cs
Original file line number Diff line number Diff line change
@@ -7,15 +7,16 @@ namespace Unity.Netcode.Samples.BossRoom
/// <summary>
/// Implement your Tutorial callbacks here.
/// </summary>
[CreateAssetMenu(fileName = DefaultFileName, menuName = "Tutorials/" + DefaultFileName + " Instance")]
[CreateAssetMenu(fileName = k_DefaultFileName, menuName = "Tutorials/" + k_DefaultFileName + " Instance")]
public class TutorialCallbacks : ScriptableObject
{
[SerializeField] SceneAsset m_StartupScene;
[SerializeField]
SceneAsset m_StartupScene;

/// <summary>
/// The default file name used to create asset of this class type.
/// </summary>
public const string DefaultFileName = "TutorialCallbacks";
const string k_DefaultFileName = "TutorialCallbacks";

/// <summary>
/// Creates a TutorialCallbacks asset and shows it in the Project window.
@@ -26,7 +27,7 @@ public class TutorialCallbacks : ScriptableObject
/// <returns>The created asset</returns>
public static ScriptableObject CreateAndShowAsset(string assetPath = null)
{
assetPath = assetPath ?? $"{TutorialEditorUtils.GetActiveFolderPath()}/{DefaultFileName}.asset";
assetPath = assetPath ?? $"{TutorialEditorUtils.GetActiveFolderPath()}/{k_DefaultFileName}.asset";
var asset = CreateInstance<TutorialCallbacks>();
AssetDatabase.CreateAsset(asset, AssetDatabase.GenerateUniqueAssetPath(assetPath));
EditorUtility.FocusProjectWindow(); // needed in order to make the selection of newly created asset to really work
@@ -38,12 +39,12 @@ public void StartTutorial(Tutorial tutorial)
{
TutorialWindow.StartTutorial(tutorial);
}

public bool IsConnectedToUgs()
{
return CloudProjectSettings.projectBound;
}

public void ShowServicesSettings()
{
SettingsService.OpenProjectSettings("Project/Services");