Keyline — Quick Start
An outline on screen in ten minutes. Everything else is in the Manual.
1 Import and open the demo
Import the package — it lands in Assets/4ssets/Keyline/ — and wait for the compile.
There is no renderer feature to add, no volume to author and no layer to reserve.
Then open Assets/4ssets/Keyline/Demo/Demo.unity and press Play. Ten chapters, and
the fastest way to see what the asset does. Keys 1–0 switch chapters,
H hides the panel.
2 Your first outline
- Select any object with a renderer.
- Add Component ▸ Keyline ▸ Keyline Outline.
- In the Main Outline slot, press New — or drag in one of the ten profiles from
Runtime/Profiles/.
That is the whole setup. The object has an outline now.
3 The four passes
One component draws up to four things, each with its own switch and its own profile:
| Main | the rim, where the object is visible — the ordinary outline |
| X-Ray | the rim, only where the object is behind something |
| Fill | the object's own surface — damage flashes, gauges, dissolves |
| X-Ray Fill | the surface, only where the object is hidden |
4 Drive it from code
using FourSsets.Keyline;
var outline = target.GetComponent<KeylineOutline>();
outline.MainOutlineEnabled = true; // switch the rim on
outline.Color = Color.red; // recolour it
outline.Width = 0.04f; // metres, in World width mode
outline.XRayEnabled = true; // show it through walls too
outline.Settings.color = red turns all hundred red — and in the editor the change
survives play mode. outline.Color = red forks the profile into a copy this object owns
before writing. That is on by default, and it is the one thing worth knowing on day one.5 Thirteen components you do not have to write
Runtime/Recipes/ holds the arrangements people usually end up writing themselves:
hover, click selection, trigger and proximity highlights, damage flashes, gauges painted on the
model, impact and scan waves, materialising, squad highlighting, through-walls markers, blink.
They are ordinary components written against the same public API you have. Add Keyline ▸ Highlight (arbiter) plus a collider to a prop, drop Keyline ▸ Pointer Highlight (scene) anywhere in the scene, and hovering works — one raycast per frame for the whole scene, nothing registered, nothing wired.
Where to go next
- The Manual — every field of the component and the profile, the ten styles, hard meshes, cutout, merge groups, the recipes, scripting, what it costs, and a troubleshooting list written from real constraints rather than guesses.
- The demo scene — every chapter is a working example you can read the source of in
Demo/Scripts/. - Deleting the demo is expected. It is the largest folder in the package and nothing in
Runtime/references it. DeleteDemo/whole rather than in parts — it contains aResourcesfolder, and Unity puts everything in one of those into every build.
Keyline is made by 4ssets, part of
UnityCraft.org. Questions, bugs and requests go to the
same address. Licence terms are in License.txt; the example art is by Kenney under
CC0, listed in Third-Party Notices.txt.