The Perk Asset
A Perk asset can be created by navigating to the Project window, right clicking and going to Create> Game Creator>Perks>Perk.

Basic Info
PerkID is a unique string that isn't utilized yet under the hood, but was added for possible future implementations.
The Call Key is a non-unique string (yes, you can have multiple Perks with the same Call Key) used with the Call Perk instruction to trigger effects.
Perk Name is the display name for the Perk.
Short Description is usually used as tagline that might displayed on the cover of a Node, but you can use it for whatever you'd like.
Description is a larger text area for a longer description (actual length doesn't really matter to the UI though, so do whatever you'd like!)
Cost Resource
The Cost Resource stat reference is what stat will be consumed when unlocking Perks (something like Skill Points or Perk Points, usually).
UI
The Locked Icon sprite reference is what will be shown when the Perk is locked.
The Unlocked Icon reference is, in turn, what will be shown when the Perk is unlocked. This can optionally be overridden per-tier.
Tiers
Once all the above is set up, you're ready to start configuring your perks' Tiers! This is where you'll be putting requirements, effects, cost, and other data. Continue to the next page!
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