Quick Start
Start with a tiny working version
Skill trees often look exciting long before they become easy to use. That is why they fail so often in beginner projects.
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。
csharp
[SerializeField] private TextMeshProUGUI statusText;
[SerializeField] private float skillPoints = 1f;
[SerializeField] private float requiredLevel = 2f;
[SerializeField] private float unlockedCount = 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。
csharp
public void NextStep()
{
step = (step + 1) % 3;
var label = step == 0 ? "未取得を表示" : step == 1 ? "条件を確認" : "取得後を更新";
if (statusText != null)
{
statusText.text = $"{label}\nskillPoints={skillPoints:0.##}\nrequiredLevel={requiredLevel:0.##}\nunlockedCount={unlockedCount: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。
csharp
if (statusText != null)
{
statusText.text = $"{label}\nskillPoints={skillPoints:0.##}\nrequiredLevel={requiredLevel:0.##}\nunlockedCount={unlockedCount:0.##}";
}
Debug.Log($"スキルツリー: {label}");Complete script
csharp
using UnityEngine;
using TMPro;
public class SkillTreeTutorial : MonoBehaviour
{
[SerializeField] private TextMeshProUGUI statusText;
[SerializeField] private float skillPoints = 1f;
[SerializeField] private float requiredLevel = 2f;
[SerializeField] private float unlockedCount = 3f;
private int step;
public void NextStep()
{
step = (step + 1) % 3;
var label = step == 0 ? "未取得を表示" : step == 1 ? "条件を確認" : "取得後を更新";
if (statusText != null)
{
statusText.text = $"{label}\nskillPoints={skillPoints:0.##}\nrequiredLevel={requiredLevel:0.##}\nunlockedCount={unlockedCount:0.##}";
}
Debug.Log($"スキルツリー: {label}");
}
}Inspector
Connect the UI reference in the Inspector, then use the button to confirm each value changes.
Summary
What to take away
A practical guide to readable skill trees that make branch roles, unlock conditions, and next choices easier to understand.
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.
Read next
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