Shot Types

## Description

**Shot Types** allow you to define the visual appearance, content type and logical behaviour of each one of your Scene Shots. They are sort of a template that allows you to develop your scenes faster by using predefined and built in designs. These designs have been carefully created to satisfy the needs of most games and are based on two main factors: **Category** and **Style**.

## Shot Category

**Shot Category** determines the overall appearance and logical behaviour of the Shot. We have created several shot categories to help you along. These categories are:

* **None** - used if you don't want to work with built in designs and you are a maniac who wants to code your own logic.
* **Visual** - used to display only visual portion of the shot without the textual content or shot logic.
* **Exposition** - used when no actors are present in the shot and you need to narrate or provide exposition of your scene/story.
* **Communication** - used when there are actors in the scene and you want to convey who is communicating.
* **Choice** - used when you require player to make a decision and provide input.

## Shot Style

**Shot Style** expands on the category by providing visual **design templates** based on the selected Category and Style. Here are is the list of Styles available for the corresponding category:

### Visual

No design templates as only visual part of the shot is displayed.

### Exposition

* **Default** - text is displayed in one of the styles listed below and defined in Nobert Editor Settings.
* **Narration** - text is displayed inside the content box.
* **Overlay** - text is displayed inside screen overlay in the middle of the screen.
* **Scrolling** - text is displayed inside screen overlay with scrolling perspective effect (Star Wars Intro).

### Communication

* **Default** - content is displayed in one of the styles listed below and defined in Nobert Editor Settings.
* **Simple** - displays only text inside of the content box.
* **Classic** - displays the text and character name inside of the content box.
* **Portrait** - displays the text, character name and character portrait inside of the content box.
* **Character** - displays the text and character name in the content box with addition of character overlay on the screen.
* **Full** - displays the text, character name and character portrait inside of the content box as well as character overlay on the screen.

### Choice

* **Default** - choices are displayed in one of the styles listed below and defined in Nobert Editor Settings.
* **Menu-Left** - choices are displayed as menu on the left side of the screen.
* **Menu-Right** - choices are displayed as menu on the right side of the screen.
* **Menu-Center** - choices are displayed as menu in the center of the screen.
* **Radial-Center** - choices are displayed as radial menu in the center of the screen.
* **Radial-Bottom** - choices are displayed as radial menu at the bottom of the screen.
* **Content** - choices are displayed inside the content box.

## Tips & Tricks

* You can use **Visual** shot style to **display** **any** form of **content**. Seeing how Visual shot only displays the image, you can create your designs with image editing software bake them into the image and use them within Nobert Environment.
* **Exposition** and **Communication** **styles** have limits in the amount of text they can contain. The amount of text depends on the available screen realty (area of the containing box) and is put in place to preserve visual consistency of your game and eliminate the scrolling bars. Example: **Narration style** allows less text as that text is confined within the area of content box, while **Overlay style** allows for more text as that text is overlaid over the whole screen.
* **Choice styles** have limits in the amount of choices you can provide. The amount of choices depends on the available area of the element that the style is contained in. These limitations are put in place to preserve visual consistency of your game and eliminate the scrolling bars. Example: **Content style** is limited to only 3 choices as more choices wouldn't fit inside of confines of the Content Box.
* You can always **bypass** these **limits** by providing more text or choices **in the next shot.**
* Because all these styles use corresponding GUI prefabs (designs), you can theoretically **create your own designs** by changing those prefabs. However this will require some knowledge of Unity in order to achieve.