Posted on

How To Make Among Us Task – Shields

Let’s show you how to make the shields task in unity from Among Us. This series is focusing on the mini-game/ mini-task portion of Among Us. We are building the level and character movement in Among Us with the series located here: https://www.infogamerhub.com/among-us-lesson-1/

The task that we are focusing on in this post is the Shields task/mini-game. The image above is for reference.

If you are wondering why the end result doesn’t look as pretty as the reference image it is because I didn’t spend the time to make it look exactly like it (reasoning for this is due to laziness and the rest is due to be a quicker prototype)(You might notice the missing turtle feet, whoops :)). I wanted to make sure to cover the overall functionality of the task was correct. We do recommend You change the task up to look and behave a little differently if you are to implement this in your own game.

How To Make Among Us Task in Unity – Shields

Attention Members!

The second half of this post will show how to make the game more difficult and it is for members only. We hope if you are not a member you will try us out for the extra support and content. The second part of this post for members is coming soon!

Become A Member

We are making tons of helpful content for game developers! Have we helped you before? If we have, help us in return by becoming a member. We are keeping the membership cost low to create maximum value and affordability for members.

Hierarchy and Inspectors:

Make Among Us Hierarchy
This shows where to attach the script and grid layout groups. It also shows the overall layout of the task. The buttons have an image attached to them, for some reason I thought I needed a different sprite for outline and fill. If you only have one sprite you will not need the additional image attached.
Make Among Us Inspectors
Notice and review!! The shield script section in the panel inspector. The second inspector shows one of the buttons On Click function is set to the number 6. The rest of the buttons will also be numbered 0-6

How To Make Among Us – Shields Script:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class Shields : MonoBehaviour
{
    [SerializeField] GameObject[] shieldButtons; // array to hold all buttons
    [SerializeField] int[] shieldButtonsInt;  // int array for holding the random numbers.
    [SerializeField] bool Failed = true; 
    [SerializeField] GameObject shieldGamePanel;
    [SerializeField] GameObject taskCompleted;
    [SerializeField] GameObject dodecagon;
    [SerializeField] Image imageHolder;
    Color32 red = new Color32(255, 39, 0, 255);
    Color32 green = new Color32(4, 204, 0, 255);
    Color32 invisible = new Color32(4, 204, 0, 0);
    Color32 white = new Color32(255, 255, 255, 255);
    Color32 clearWhite = new Color32(255, 255, 255, 105);  // last number in the series (105) is for alpha channel or the opacity of the image where 255 is solid and 0 is invisible.
    Color32 clearRed = new Color32(255, 39, 0, 105);
     
    private void OnEnable()
    {
        EnableInteractableButtons();        
        taskCompleted.SetActive(false);
        dodecagon.GetComponent<Image>().color = red;
        dodecagon.transform.GetChild(0).GetComponent<Image>().color = clearRed;
        for (int i = 0; i < shieldButtons.Length; i++)
        {
            shieldButtonsInt[i] = (Random.Range(0, 2));
            //Debug.Log("This Gets Run");
        }
        for (int i = 0; i < shieldButtons.Length; i++)
        {
            if (shieldButtonsInt[i] == 0)
            {
                shieldButtons[i].GetComponent<Image>().color = white; //If your image is only one image you won't have to do the second part
                //shieldButtons[i].transform.GetComponentInChildren<Image>().color = white;  //For some reason this wasn't getting the child component.
                shieldButtons[i].transform.GetChild(0).GetComponent<Image>().color = clearWhite; //So I did this instead
                // Debug.Log("for loop" + lightOrder[i]);
            }
            if (shieldButtonsInt[i] == 1)
            {
                shieldButtons[i].GetComponent<Image>().color = red;
                shieldButtons[i].transform.GetChild(0).GetComponent<Image>().color = clearRed;
                //shieldButtons[i].transform.GetComponentInChildren<Image>().color = red;
            }
        }
    }
    public void ShieldButtonsClicked(int button)
    {
        if (shieldButtons[button].GetComponent<Image>().color == red)
        {
            shieldButtons[button].GetComponent<Image>().color = white;
            shieldButtons[button].transform.GetChild(0).GetComponent<Image>().color = clearWhite;
        }
        else
        {
            shieldButtons[button].GetComponent<Image>().color = red;
            //shieldButtons[button].GetComponentInChildren<Image>().color = red;
            shieldButtons[button].transform.GetChild(0).GetComponent<Image>().color = clearRed;
        }
        AreAllButtonsWhite();
    }
    public void AreAllButtonsWhite()
    {
        Failed = false;
        for (int i = 0; i < shieldButtons.Length; i++)
        {
            if (shieldButtons[i].GetComponent<Image>().color == red)
            {
                Failed = true;
                break;
            } 
        }
        if (Failed == false)
        {
            DisableInteractableButtons();
            Debug.Log("You Won");
            dodecagon.GetComponent<Image>().color = white;
            dodecagon.transform.GetChild(0).GetComponent<Image>().color = clearWhite;
            taskCompleted.SetActive(true);
            Invoke("ClosePanel",1);
        }
    }
    public void ClosePanel()
    {
        shieldGamePanel.SetActive(false);
    }
    public void OpenPanel()
    {
        shieldGamePanel.SetActive(true);
    }
    void DisableInteractableButtons()
    {
        for (int i = 0; i < shieldButtons.Length; i++)
        {
            shieldButtons[i].GetComponent<Button>().interactable = false;
        }
    }
    void EnableInteractableButtons()
    {
        for (int i = 0; i < shieldButtons.Length; i++)
        {
            shieldButtons[i].GetComponent<Button>().interactable = true;
        }
    }
}

Make Among Us Extra Content For Members

using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" &amp;&amp; Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i &lt; senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}

Let Us Know How We Did

Were you able to learn how to make the shields task in unity from Among Us? We are wanting to always make our content more helpful and we can’t do it without your input. Please leave us a comment on this post’s YouTube video located here: https://youtu.be/GJGOKur3kB0 let us know how we did. If there are other ideas on how to use the code or better ways to implement the code in this video also let us know at the same location.

Posted on

How To Make Simon Says in Unity – Among Us Task

Let’s show you how to make Simon Says in unity from an Among Us reactor task. This series is focusing on the mini-game/ mini-task portion of Among Us. We are building the level and character movement in Among Us with the series located here: https://www.infogamerhub.com/among-us-lesson-1/

The task that we are focusing on in this post is the Simon Says task/mini-game. The image below is for reference.

Among Us Task Image Reference

How To Make Simon Says in Unity - Among Us Task Image
Simon Says reactor task from Among Us

If you want to learn how to create this task then follow along in Unity while watching the video below. If you do follow along and aren’t able to create the task with the video alone we recommend becoming a member for just a few dollars a month gives you access to the scripts, screenshots, and many other perks that will further assist you in making this task. I will also be showing members how to add features to this task to make it more challenging and difficult.

How To Make Simon Says in Unity – Among Us Task Video

Attention Members:

The second half of this post will show how to make the game more difficult and it is for members only. We hope if you are not a member you will try us out for the extra support and content. The second part of this post for members is coming soon!

Unlock Code and Member Content

Hierarchy:

This content is restricted to members only.

Grid Layout Group is shorted to GLG to fit on image.

How To Make Simon Says in Unity - Among Us Task Hierarchy Image
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" &amp;&amp; Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i &lt; senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}

Inspectors:

This content is restricted to members only.

The left inspector is for the panel to show the attached script while the right one is to show one of the attached Grid Layout Group.

How To Make Simon Says in Unity - Among Us Task Inspector Image
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" &amp;&amp; Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i &lt; senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}

Simon Says Among Us Script:

This content is restricted to members only.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class SimonSaysMiniGame : MonoBehaviour
{
    [SerializeField] GameObject[] buttons;
    [SerializeField] GameObject[] lightArray;
    [SerializeField] GameObject[] rowLights;
    [SerializeField] int[] lightOrder;
    [SerializeField] GameObject simonSaysGamePanel;
    int level = 0;
    int buttonsclicked = 0;
    int colorOrderRunCount = 0;
    bool passed = false;
    bool won = false;
    Color32 red = new Color32(255, 39, 0, 255);
    Color32 green = new Color32(4, 204, 0, 255);
    Color32 invisible = new Color32(4, 204, 0, 0);
    Color32 white = new Color32(255, 255, 255, 255);
    public float lightspeed;
   
    private void OnEnable()
    {
        level = 0;
        buttonsclicked = 0;
        colorOrderRunCount = -1;
        won = false;
        for(int i = 0; i < lightOrder.Length; i++)
        {
            
            lightOrder[i] = (Random.Range(0, 8));
           // Debug.Log("for loop" + lightOrder[i]);
        }
        for (int i = 0; i < rowLights.Length; i++)
        {

            rowLights[i].GetComponent<Image>().color = white;
            // Debug.Log("for loop" + lightOrder[i]);
        }
        // Debug.Log("for loop" + lightOrder.Length);
        level = 1;

        StartCoroutine(ColorOrder());
    }
    public void ButtonClickOrder(int button)
    {
        //Debug.Log(lightOrder[button] +"this is the button value"+ button);
        buttonsclicked++;
        if (button == lightOrder[buttonsclicked-1])
        {
            Debug.Log("pass");
            passed = true;
        }
        else
        {
            Debug.Log("failed");
            won = false;
            passed = false;
            StartCoroutine(ColorBlink(red));

        }
        if (buttonsclicked == level && passed == true && buttonsclicked != 5)
        {
            level++;
            passed = false;
            StartCoroutine(ColorOrder());
        }
        if (buttonsclicked == level && passed == true && buttonsclicked == 5)
        {
            Debug.Log("failed");
            won = true;
            StartCoroutine(ColorBlink(green));
        }
    }
    public void ClosePanel()
    {
        simonSaysGamePanel.SetActive(false);
    }
    public void OpenPanel()
    {
        simonSaysGamePanel.SetActive(true);
    }

    IEnumerator ColorBlink(Color32 colorToBlink)
    {
        DisableInteractableButtons();
        for (int j = 0; j < 3; j++)
        {
            Debug.Log("I run this many times" + j);
            for (int i = 0; i < buttons.Length; i++)
            {
                buttons[i].GetComponent<Image>().color = colorToBlink;
            }
            for (int i = 5; i < rowLights.Length; i++)
            {
                rowLights[i].GetComponent<Image>().color = colorToBlink;
            }
                yield return new WaitForSeconds(.5f);

            for (int i = 0; i < buttons.Length; i++)
            {
                buttons[i].GetComponent<Image>().color = white;
            }
            for (int i = 5; i < rowLights.Length; i++)
            {
                rowLights[i].GetComponent<Image>().color = white;
            }
            yield return new WaitForSeconds(.5f);
        }
        if (won == true)
        {
            Debug.Log("put won stuff here");
            ClosePanel();
        }
        EnableInteractableButtons();
        OnEnable();
    }
        IEnumerator ColorOrder()
    {
        buttonsclicked = 0;
        colorOrderRunCount++;
        DisableInteractableButtons();
        for (int i = 0; i <= colorOrderRunCount; i++)
        {
            if (level >= colorOrderRunCount)
            {
                //Debug.Log(lightOrder[0]);
                lightArray[lightOrder[i]].GetComponent<Image>().color = invisible;
                yield return new WaitForSeconds(lightspeed);
                lightArray[lightOrder[i]].GetComponent<Image>().color = green;
                yield return new WaitForSeconds(lightspeed);
                lightArray[lightOrder[i]].GetComponent<Image>().color = invisible;
                rowLights[i].GetComponent<Image>().color = green;
            }
        }
        EnableInteractableButtons();
    }
    void DisableInteractableButtons()
    {
        for (int i = 0; i < buttons.Length; i++)
        {
            buttons[i].GetComponent<Button>().interactable = false;
        }
    }
    void EnableInteractableButtons()
    {
        for (int i = 0; i < buttons.Length; i++)
        {
            buttons[i].GetComponent<Button>().interactable = true;
        }
    }
}
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" &amp;&amp; Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i &lt; senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}

Let Us Know How We Did:

Were able to learn how to make Simon Says in unity from the above Among Us task? We are wanting to always make our content more helpful and we can’t do it without your input. Please leave us a comment on this posts YouTube video here: https://youtu.be/PC02l13iew8 let us know how we did. If there are other ideas on how to use the code or better ways to implement the code in this video also let us know at the same location.

Posted on

How To Make Among Us – Reactor Task/Mini-Game

Let’s show you how to make Among Us – reactor task/mini-game! We are showing how to make player movement and eventually multiplayer for Among Us with the series located here: https://www.infogamerhub.com/among-us-lesson-1/

This series is focused on the task/mini-game portion of Among Us. The first task/mini-game we are going to make in this series is the Reactor task shown in the image below.

How To Make Among Us - Reactor Task/Mini-Game

If you want to learn how to create this task then follow along in Unity while watching the video below. If you do follow along and aren’t able to create the task with the video alone we recommend becoming a member for just a few dollars a month gives you access to the scripts, screenshots, and many other perks that will further assist you in making this task. I will also be showing only members how to add features to this task to make it more challenging and difficult.

Attention Members:

The second half of this post will show how to make the game more difficult and it is for members only. We hope if you are not a member you will try us out for the extra support and content. The second part of this post for members is coming soon!

How To Make Among Us – Reactor Task/Mini-Game Video:

Hierarchy:

This content is restricted to members only.

How To Make Among Us - Reactor Task/Mini-Game
This games hierarchy with notes.
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" &amp;&amp; Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i &lt; senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}

Inspectors:

This content is restricted to members only.

You can zoom in by right clicking and opening the image in a new tab.

How To Make Among Us - Reactor Task/Mini-Game
Most of the important inspector views for the game. Look at the top of each column to pair it with the game object in the hierarchy.
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" &amp;&amp; Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i &lt; senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}

The Reactor Task/Mini-Game Script:

This content is restricted to members only.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class NumberOrderMiniGame : MonoBehaviour
{
    [SerializeField] int nextButton;
    [SerializeField] GameObject GamePanel;
    [SerializeField] GameObject[] myObjects;

    int randNum;
    //Use this to change the hierarchy of the GameObject siblings
    void Start()
    {
        nextButton = 0;
    }
    private void OnEnable()  //Gets called when the game object this script is attached to becomes active
    {
        nextButton = 0;
        for (int i = 0; i < myObjects.Length; i++)
        {
            myObjects[i].transform.SetSiblingIndex(Random.Range(0, 9)); 
            //transform.SetSiblingIndex(Random.Range(0, 9)); 
        }
    }   
   
    public void ButtonOrder(int button)
    {
        Debug.Log("Pressed");
        if (button == nextButton)
        {
            nextButton++;
            Debug.Log("Next Button" + nextButton);
        }
        else
        {
            Debug.Log("Failed");
            Debug.Log("Next Button" + nextButton);
            nextButton = 0;
            OnEnable();
        }
        if (button == 9 && nextButton == 10)
        {
            Debug.Log("Pass");
            nextButton = 0;
            ButtonOrderPanelClose();
        }
    }
    public void ButtonOrderPanelClose() //Set this function to the close button On click in the inspector
    {
        GamePanel.SetActive(false);
    }
    public void ButtonOrderPanelOpen() //Set this function to the Play or Open button On click in the inspector
    {
        GamePanel.SetActive(true);
    }
}
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" &amp;&amp; Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i &lt; senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}

Let Us Know How We Did

We are wanting to always make our content more helpful and we can’t do it without your input. Please leave us a comment on this posts YouTube video here: https://youtu.be/SPPuculq7-8 let us know how we did. If there are other ideas on how to use the code or better ways to implement the code in this video also let us know in the YouTube comment section.