DEV505 / START HERE
Portals in pictures.
Unity screenshots of Portals, with scene states, sound graphs, and steps to try.
09 / A little elsewhere. Travel between two tiny worlds. Their sounds have owners, so leaving a world can stop its sounds together. Compare a departure echo that stops with its owner with one allowed to finish.
These are real Unity captures with the scene’s own models, camera, and controls. Select a picture to enlarge it, or open Try this in Unity below it for the steps. The graph close views explain individual parts of the full graph.
All screenshot galleries · Read how owners control sound lifetimes
Read the complete Portals walkthrough for controls, graph flow, and code.
In the scene
Section titled “In the scene”Start in Mint Meadow
Try this in Unity
- In Unity’s Project window, open Assets/DEV505/SoundManager/Samples/09-Portals/Demo.unity. Enter Play Mode and click the Game view so it receives your keyboard input.
- Begin in Mint Meadow and leave Echo lingers enabled.
Step through the portal
Try this in Unity
- In Unity’s Project window, open Assets/DEV505/SoundManager/Samples/09-Portals/Demo.unity. Enter Play Mode and click the Game view so it receives your keyboard input.
- Leave Echo lingers enabled and choose Step through.
- Capture early in the crossing animation, before the destination changes.
Let the departure echo linger
Try this in Unity
- In Unity’s Project window, open Assets/DEV505/SoundManager/Samples/09-Portals/Demo.unity. Enter Play Mode and click the Game view so it receives your keyboard input.
- Leave Echo lingers enabled and choose Step through.
- Capture just after the world changes to Crystal Cove, while the departure echo is still alive.
Arrive in Crystal Cove
Try this in Unity
- In Unity’s Project window, open Assets/DEV505/SoundManager/Samples/09-Portals/Demo.unity. Enter Play Mode and click the Game view so it receives your keyboard input.
- Choose Step through from Mint Meadow.
- Wait until the crossing finishes in Crystal Cove.
Stop the echo with its owner
Try this in Unity
- In Unity’s Project window, open Assets/DEV505/SoundManager/Samples/09-Portals/Demo.unity. Enter Play Mode and click the Game view so it receives your keyboard input.
- Travel once to Crystal Cove with Echo lingers enabled.
- Turn Echo lingers off and travel back. Capture just after the old world is removed; the departure echo now stops with it.
In the graph and Inspector
Section titled “In the graph and Inspector”A graph connects blocks called nodes to control a sound. The Inspector holds the event’s playback settings. The pictures below show the saved graph and settings; a full graph is an overview, so use the close views to read smaller fields.
World ambience
Try this in Unity
- Exit Play Mode.
- In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/09-Portals/PortalWorld.soundgraph.
- Use the mouse wheel to zoom and drag the graph background to bring the relevant nodes into view.
- Frame the entire graph for an overview. Use the close views on this page for small labels.
The portal's nearby hum
Try this in Unity
- Exit Play Mode.
- In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/09-Portals/PortalHum.soundgraph.
- Use the mouse wheel to zoom and drag the graph background to bring the relevant nodes into view.
- Frame the entire graph for an overview. Use the close views on this page for small labels.
A departure that can linger
Try this in Unity
- Exit Play Mode.
- In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/09-Portals/PortalEcho.soundgraph.
- Use the mouse wheel to zoom and drag the graph background to bring the relevant nodes into view.
- Frame the entire graph for an overview. Use the close views on this page for small labels.
A departure that stops
Try this in Unity
- Exit Play Mode.
- In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/09-Portals/PortalCut.soundgraph.
- Use the mouse wheel to zoom and drag the graph background to bring the relevant nodes into view.
- Frame the entire graph for an overview. Use the close views on this page for small labels.
Mark the arrival
Try this in Unity
- Exit Play Mode.
- In Unity’s Project window, double-click Assets/DEV505/SoundManager/Samples/09-Portals/PortalArrival.soundgraph.
- Use the mouse wheel to zoom and drag the graph background to bring the relevant nodes into view.
- Frame the entire graph for an overview. Use the close views on this page for small labels.
Owner loss: Detach
Try this in Unity
- Exit Play Mode.
- In Unity’s Project window, select Assets/DEV505/SoundManager/Samples/09-Portals/PortalEcho.soundgraph.
- In the Inspector, expand Playback & lifetime. Read the values shown here; no changes are needed.
Owner loss: Stop
Try this in Unity
- Exit Play Mode.
- In Unity’s Project window, select Assets/DEV505/SoundManager/Samples/09-Portals/PortalCut.soundgraph.
- In the Inspector, expand Playback & lifetime. Read the values shown here; no changes are needed.