Quick Start
Start with a tiny working version
Stealth feels unfair when players cannot tell whether they are still hidden, merely suspicious, or fully detected. A guard glances your way but reacts weakly, then suddenly the whole level is in combat.
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 alertLevel = 1f;
[SerializeField] private float visionAngle = 2f;
[SerializeField] private float noiseRadius = 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" : step == 1 ? "警戒上昇" : "発見を知らせる";
if (statusText != null)
{
statusText.text = $"{label}\nalertLevel={alertLevel:0.##}\nvisionAngle={visionAngle:0.##}\nnoiseRadius={noiseRadius: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 = $"{label}\nalertLevel={alertLevel:0.##}\nvisionAngle={visionAngle:0.##}\nnoiseRadius={noiseRadius:0.##}";
}
Debug.Log($"ステルス警戒状態: {label}");Complete script
using UnityEngine;
using TMPro;
public class StealthAlertTutorial : MonoBehaviour
{
[SerializeField] private TextMeshProUGUI statusText;
[SerializeField] private float alertLevel = 1f;
[SerializeField] private float visionAngle = 2f;
[SerializeField] private float noiseRadius = 3f;
private int step;
public void NextStep()
{
step = (step + 1) % 3;
var label = step == 0 ? "未発見" : step == 1 ? "警戒上昇" : "発見を知らせる";
if (statusText != null)
{
statusText.text = $"{label}\nalertLevel={alertLevel:0.##}\nvisionAngle={visionAngle:0.##}\nnoiseRadius={noiseRadius:0.##}";
}
Debug.Log($"ステルス警戒状態: {label}");
}
}Inspector
Summary
What to take away
A practical guide to stealth feedback design that helps players instantly tell the difference between suspicion, detection, search, and safety. Learn how to coordinate enemy behavior, UI, sound, and state transitions.
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.
