Quick Start
Start with a tiny working version
The longer your world or mission structure gets, the more players want fast travel. But convenience alone is not the goal.
Build it in small code pieces
1. 値を用意する
Inspectorで変更できる値と表示先を置きます。
[SerializeField] private TextMeshProUGUI statusText;
[SerializeField] private float unlockedCount = 1f;
[SerializeField] private float travelCost = 2f;
[SerializeField] private float selectedPoint = 3f;2. 状態を変える
ボタンを押した時に、1つだけ状態を進めます。
public void NextStep()
{
step = (step + 1) % 3;
var label = step == 0 ? "未発見地点" : step == 1 ? "解放演出" : "移動先を選ぶ";
if (statusText != null)
{
statusText.text = $"{label}\nunlockedCount={unlockedCount:0.##}\ntravelCost={travelCost:0.##}\nselectedPoint={selectedPoint:0.##}";
}3. 画面に表示する
変わった結果を画面に出して確認します。
if (statusText != null)
{
statusText.text = $"{label}\nunlockedCount={unlockedCount:0.##}\ntravelCost={travelCost:0.##}\nselectedPoint={selectedPoint:0.##}";
}
Debug.Log($"ファストトラベル解放: {label}");Complete script
using UnityEngine;
using TMPro;
public class FastTravelTutorial : MonoBehaviour
{
[SerializeField] private TextMeshProUGUI statusText;
[SerializeField] private float unlockedCount = 1f;
[SerializeField] private float travelCost = 2f;
[SerializeField] private float selectedPoint = 3f;
private int step;
public void NextStep()
{
step = (step + 1) % 3;
var label = step == 0 ? "未発見地点" : step == 1 ? "解放演出" : "移動先を選ぶ";
if (statusText != null)
{
statusText.text = $"{label}\nunlockedCount={unlockedCount:0.##}\ntravelCost={travelCost:0.##}\nselectedPoint={selectedPoint:0.##}";
}
Debug.Log($"ファストトラベル解放: {label}");
}
}Inspector
Summary
What to take away
A practical guide to fast travel systems that improve convenience without killing exploration. Learn how to design unlock conditions, map visibility, costs, return routes, and safe arrival points.
The page is designed to help you move from reading to a small practical decision. Use the checklist above before jumping into the next related article.
