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Let a specific order of use-interactions trigger a cutscene

edited August 2023 in Technical Q&A

Hello,

I try to make a puzzle where a specific order of use-interactions triggers a cutscene: for example piano keys have to be pressed in a perfect sequence to play the "right" melody; in a way identical to Zelda: Ocarina of Time's playing mechanic.

First I tried to solve it with variables, setting a new score for the right use-interaction each time they get used. A "wrong" interaction would set the score back to zero. Using the interactions in the right sequence therefore results in the correct score which then triggers the cutscene.

This seems to be a pretty complicated way of doing this and it has problems: when, for example, the first correct interaction gets used two times in a row, it messes up the score completely.

I hope somebody here is familiar with Ocarina of Time and can point me in the right direction.

Thanks in advance!

EDIT:
I'm on Unity 2022.2.14 and AC 1.78.3

Comments

  • I expect there's a few ways to tackle this kind of logic, but the way I've found is to use a PopUp or Integer variable that keeps track of the player's score.

    If you know the current score, you can check if the chosen interaction is correct - repeated notes can be accounted for.

    An example of this technique can be found in the "Combination lock" scene in the "Puzzle template: Simple examples" package over on the Downloads page.

  • Thanks for your quick response! I actually tried to use Integer variables, thanks for confirming that this might be a way to do it.
    Also thanks for the pointer to the lock-example, sounds like similar processes are needed for both puzzles.

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