HintOnce
First time hints with one line of code. Free, with full C# source.
Every game has to explain itself the first time a player opens the shop, the map or the inventory. Building that normally means a prefab, a canvas, a manager and a flag that remembers whether the player has seen it, all for a card with two lines of text.
HintOnce is that card, minus the work:
Hint.Show("first_shop", "The Shop", "Spend coins on upgrades here.");
That is the whole integration. The first time this line runs, a styled hint card appears over your game. Every later time it does nothing. There is no prefab to place and no canvas to configure: the overlay builds itself when it is first needed and survives scene loads.
What you get
- A one line API, which is the entire integration
- Shows once per id, remembered across sessions
- Optional callback that also fires for hints already seen, so coroutine chains never stall
- Several hints fired in the same frame queue up instead of overwriting each other
- Full theming: colors, badge and button labels, card size and sorting order, with dark and light themes included
- Events for audio and analytics, with no dependency on any specific audio system
- Reset for a single hint and reset all for a new game, plus an editor command
- Interactive demo that builds its user interface at runtime
- Full C# source, no DLLs, no external dependencies
What it is not
A tutorial framework. There are no arrows pointing at buttons, no multi step tours and no highlight cut outs. It covers the common case, explaining one thing once, in a single line.
Requirements
Unity 6 or newer with uGUI and TextMeshPro, both of which ship with Unity 6. It works on all platforms including WebGL and mobile, with both input backends.
Extracted from my shipped game Famechaser, where it explains day planning, the studio and the shop the first time each is opened.
Where to get it
- itch.io available now, free
- Unity Asset Store available now, free