Unity Achievements System Tutorial Pt.3

Unity Achievements System Tutorial Pt.3

Previous Part

In this part You will learn how to create new scene with panel that will list all achievements in your game, and it will highlight achievements that are unlocked.

 

First you need to prefab the Achievement panel from first tutorial. Than add new new Scene to the project, and create UI panel  and add multiple panels to it. Use Grid Layout to adjust the locations of panels.

Capture2

Capture3.PNG

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Now Add buttons to bots scenes and make them change between scenes. Use the following method. Remember to add scenes to build settings.

public void LoadLevel(int i)
{
  Application.LoadLevel(i);
}

Attach Script with this method to a button on the scene, and select the scene number;

Capture4

Now Let’s create a scrip that will create achievements panels, and check if achievement is is unlocked.

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using LitJson;
using System.IO;
using UnityEngine.UI;
public class PanelWithAchievements : MonoBehaviour {

 public static Dictionary<string, bool> achievements = new Dictionary<string, bool>();
 private static bool DictCreated=false;
 private List<Database_Achievements.Achievement> databaseAchievements;
 private JsonData AchData;
 public GameObject achPanel;

  void Start()
  {
  Debug.Log("DictCreated" + DictCreated);
  databaseAchievements = Database_Achievements.databaseAchievements;
//Create Panels based on database items.
  InstntiatePanels();
//Set them all to locked as a default
  foreach (var kvp in achievements)
  {
     GameObject achievement = this.transform.FindChild(kvp.Key).gameObject;
     achievement.transform.FindChild("Panel").gameObject.SetActive(true);
  }
//This will highlight unlocked achievements
  UpdateBoard();

  }

  void InstntiatePanels()
  {
  if (this.transform.childCount==0)
{
     foreach (Database_Achievements.Achievement ach in databaseAchievements)
     {
         GameObject newach = Instantiate(achPanel);
         newach.transform.SetParent(this.transform);
         newach.name = ach.Title;
         newach.transform.GetChild(2).GetComponent&lt;Image&gt;().sprite = ach.image;
         newach.transform.GetChild(0).GetComponent&lt;Text&gt;().text = ach.Title;
         newach.transform.GetChild(1).GetComponent&lt;Text&gt;().text = ach.Describtion;
//Condition for adding only new items
         if (!achievements.ContainsKey(ach.Title))
         {
             achievements.Add(ach.Title, false);
         }
      }
    }
   }
void UpdateBoard()
   {
     foreach (var kvp in achievements)
     {
         if (kvp.Value == true)
         {
             GameObject achievement = this.transform.FindChild(kvp.Key).gameObject;
             achievement.transform.FindChild("Panel").gameObject.SetActive(false);
          }
      }
   }
}

I’m using dictionary to store the state of an achievement and i am using name as a key.
This scrip is attached to a panel object on new scene.

In our AchievementPanel Scrip from previous part we add one extra line in CountClicks() Method

void CountClicks()
{
 numberOfClicks++;
 if (numberOfClicks &gt;= 10 &amp;&amp; !achievement01Unlocked)
 {
   PassInformations(1);
   StartCoroutine(PanelCall());
   achievement01Unlocked = true;
//This one here
   PanelWithAchievements.achievements["Explorer"] = true;

 }
}

 

You need to delete all achievements panels from layout, because script will create a new one. Start game on Game Screen and then if achievement will be unlocked go to next scene and see if achievement is highlighted;

 

Tut04

 

To Avoid creating new panels every time site loads. We need to include one condition in Database script.

if (databaseAchievements.Count==0)

This will prevent creating too many objects.

 void ConstructItemDatabase()
 {
     if (databaseAchievements.Count==0)
{
       for (int i = 0; i &lt; AchData.Count; i++)
       {
databaseAchievements.Add(new Achievement((int)AchData[i]["ID"], AchData[i]["Title"].ToString(), AchData[i]["Description"].ToString()));
       }
     Debug.Log("Database Created");
     }
 }

 

 

 

This will probably sum up the topic of achievements. Now you know how to trigger achievements, read data from files and pass information between scenes. If you have any questions write in comments.  Stay Awesome!

 

 

 

 

Unity Achievements System Tutorial Pt.2

Unity Achievements System Tutorial Pt.2

Previous Part

In this part I’ll demonstrate how to read values from JSON files and mapping them into Achievement Class. I’ll refer to scripts from  previous part, so you should have them working already.

TestAch03
Awesome Icon, I know.

Let’s crate JSON file first. If you are not familiar with this type of data, read my article about it here.

[
 {
 "ID":0,
 "Title": "Slayer",
 "Description": "kill 10 Enemies"
 },
 {
 "ID": 1,
 "Title": "Explorer",
 "Description": "Visit another planet"
 },
 {
 "ID" : 2,
 "Title": "First Blood",
 "Description": "Die!"
 },
 {
 "ID": 3,
 "Title": "Collecter",
 "Description": "collect 5 items"
 }
]

In this file we will store information that will be displayed in our achievement panel. We need Title and Description.

 

Next You will need a database of items, Items will be stored in generic List.

We take all vales form JSON file and add 2 new properties State and Sprite, sprite is loaded from array of sprites. Sprites must be sliced first to store them in array.

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

public class Database_Achievements : MonoBehaviour
{ 
  private List<Achievement> databaseAchievements = new List<Achievement>();
  private JsonData AchData;
  // Use this for initialization
  void Awake()
  {
     AchData = JsonMapper.ToObject(File.ReadAllText(Application.dataPath + "/Achievements.json"));

     ConstructItemDatabase();
     Debug.Log(databaseAchievements[1].ID);
  }

  void ConstructItemDatabase()
  {
     for (int i = 0; i < AchData.Count; i++)
     {
databaseAchievements.Add(new Achievement((int)AchData[i]["ID"], AchData[i]["Title"].ToString(), AchData[i]["Description"].ToString()));
     }
  }
public Achievement FetchItembyID(int id)
  {
    for (int i = 0; i < databaseAchievements.Count; i++)
    {
      if (databaseAchievements[i].ID == id)
          return databaseAchievements[i];
    }
     return null;
  }
 public class Achievement
 {
  public string Title { get; set; }
  public string Describtion { get; set; }
  public Sprite image { get; set; }
  public bool active { get; set; }
  public int ID { get; set; }
  private Sprite[] sprites = UnityEngine.Resources.LoadAll<Sprite>("Achievements");
public Achievement(int newID, string name, string desc)
  {
     this.Title = name;
     this.Describtion = desc;
     this.active = false;
     this.image = sprites[newID];
     this.ID = newID;
  }
Achievement(string name)
  {
      this.Title = name;
  }

 }
}

We need a method for finding item in database, we will use FetchItembyID(int id) to find item by int ID number.

We add new method to the AchievementPanel Class.

void PassInformations(int ID)
{
  Database_Achievements.Achievement ach =database.FetchItembyID(ID);
  Debug.Log(ach.ID);
  panelAchievements.transform.GetChild(0).GetComponent<Text>().text = ach.Title;
  panelAchievements.transform.GetChild(1).GetComponent<Text>().text = ach.Describtion;
  panelAchievements.transform.GetChild(2).GetComponent<Image>().sprite = ach.image;
}

This will pass the values from database to UI.

I’m calling it inside existing CountClicks() method.

//We need to add following namespace
using UnityEngine.UI;
//and reference
public Database_Achievements database;
  void CountClicks()
  {
  numberOfClicks++;
    if (numberOfClicks >= 10 && !achievement01Unlocked)
    {
      PassInformations(1);
      StartCoroutine(PanelCall());
      achievement01Unlocked = true;
    }
  }

You need to add reference to the database. You can attach database script to any object, i would crate new empty one. In next part i’ll show you how to create a new scene for collection of all achievements. You will also learn how to pass information between scenes. Stay Awesome!

Unity Achievements System Tutorial

Unity Tutorial- Achievements System, Part 1

In this series of tutorials I will demonstrate how to create a modularized system of achievements. In this part I will show you how to use Coroutines to create linear movement and wait method. For messaging  between object I’ll use EventManager. You can read more about those topics if you are not familiar with it.

 

Tutorial02
Achievement Unlocked!

In first lesson I will demonstrate the basic structure of the system using pre made achievement panel, in next you will learn how to read data from files to set the text and images for individual achievements.

To unlock this achievement player must click button 10 times.

 

 

First lets create an Event Manager for passing messages between button and Achievement panel. I described process of creating this in previous post, here.

using UnityEngine;
using UnityEngine.Events;
using System.Collections;
using System.Collections.Generic;

public class EventManager : MonoBehaviour {
private Dictionary<string, UnityEvent> eventDictionary;
private static EventManager eventManager;
public static EventManager instance
{
  get
  {
     if (!eventManager)
     {
         eventManager = FindObjectOfType(typeof(EventManager)) as EventManager;
         eventManager.Init();
     }
     return eventManager;
   }
 }

 void Init()
 {
     eventDictionary = new Dictionary<string, UnityEvent>();
 }

 public static void StartListening(string eventName, UnityAction listener)
 {
   //We need to crate place in memory for reference to the object
   UnityEvent thisEvent = null;
   if (instance.eventDictionary.TryGetValue(eventName, out thisEvent))
   {
       thisEvent.AddListener(listener);
   }
   else
   {
     //If there is no event with this name add new one to dictionary.
      thisEvent = new UnityEvent();
      thisEvent.AddListener(listener);
      instance.eventDictionary.Add(eventName, thisEvent);
   }
 }

 public static void StopListening(string eventName, UnityAction listener)
 {
   UnityEvent thisEvent = null;
   if (instance.eventDictionary.TryGetValue(eventName, out thisEvent))
   {
      thisEvent.RemoveListener(listener);
   }
 }

 public static void TriggerEvent(string eventName)
 {
   UnityEvent thisEvent = null;
   if (instance.eventDictionary.TryGetValue(eventName, out thisEvent))
   {
       thisEvent.Invoke();
   }
 }
}

This script is attached to an empty game object called Event Manager. Now we will create an action of clicking a button and subscribe counting method to it.

This Script is attached to UI Button, in this Script we trigger our event and also display the number of clicks an the scene.

using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using UnityEngine.EventSystems;
public class TESTClick : MonoBehaviour, IPointerDownHandler
{
 int numberofClicks=0;
 public void OnPointerDown(PointerEventData eventData)
 {
   numberofClicks++;
   EventManager.TriggerEvent("buttonClicked");
   this.GetComponentInChildren&lt;Text&gt;().text = numberofClicks.ToString();
 }
}

I’m using OnPointerDown() method to trigger the event. This method is called when player clicks the button, To use it you need to add  IPointerDownHandler Interface. and EventSystem to your script.

Now we finally have Script attached to Panel Game Object.

using UnityEngine;
using System.Collections;

public class AchievementPanle : MonoBehaviour {

private GameObject panelAchievements;
 private int numberOfClicks=0;
 float lerpTime = 3f;
 float currentLerpTime = 0f;
 Vector3 startpPos = new Vector3(425, -470, 0);
 Vector3 endPos = new Vector3(425, -315, 0);
//
 private bool achievement01Unlocked=false;

 void OnEnable()
 {
   panelAchievements = this.gameObject;
   EventManager.StartListening("buttonClicked", CountClicks);
 }
 void OnDisable()
 {
     EventManager.StopListening("buttonClicked", CountClicks);
 }
 void CountClicks()
 {
   numberOfClicks++;
   if (numberOfClicks &gt;= 10 &amp;&amp; !achievement01Unlocked)
   {
     StartCoroutine(PanelCall());
     achievement01Unlocked = true;
   }
 }

 private IEnumerator PanelCall()
 {
  float perc = currentLerpTime / lerpTime;
  panelAchievements.SetActive(true);
  while (currentLerpTime &lt; lerpTime)
  {
     currentLerpTime += Time.deltaTime;
     perc = currentLerpTime / lerpTime;
     panelAchievements.transform.localPosition = Vector3.Lerp(startpPos, endPos, perc);
     yield return true;
  }
  yield return new WaitForSeconds(2);
  panelAchievements.SetActive(false);
  panelAchievements.transform.localPosition = startpPos;
 }
}

In this script we subscribe to the “buttonClicked” Action, And we use Coroutine to initialize panel movement without using Update() Method. Linear transition is described in detains in my previous post, here. In this example I have fixed start and end position which will be changed later.

This method works well for one achievement, but to use more of them in efficient way we need to upgrade the code. In next Part I’ll show you how to read the JSON files to change the text and image an the achievement panel. In future article I’ll show you how to create separate scene for achievements where all achievements will be stored, and unlocked achievements will be highlighted after unlocking. To do this I’ll use Dictionary and List collections. If you have any questions ask in comments or message me on Facebook. Stay Awesome!

 

 

 

Unity EventManager

Unity tutorial about implementation of Event Manager.

This is one of the most useful concepts I use in my games. It’s good to implement it in early stage of prototyping. It will make your code look cleaner and increase the performance of the project. I encourage you to read the posts about events and dictionary before moving to this topic, if you are not familiar with those concepts it may be confusing for you.

This event system will be responsible for sending messages between Objects, scripts. We will use Dictionary to store UnityEvents and names of the events.

private Dictionary <string, UnityEvent> eventDictionary;

Here is the code attached to the new Empty Game object. It’s responsible for transferring massages between objects. Both Subscriber and Trigger  will refer to instance of this class. In my example this will be the same object, image on the canvas.

using UnityEngine;
using UnityEngine.Events;
using System.Collections;
using System.Collections.Generic;

public class EventSystemTest : MonoBehaviour
{

private Dictionary<string, UnityEvent> eventDictionary;

private static EventSystemTest eventManager;

public static EventSystemTest instance
 {
 get
 {
 if (!eventManager)
 {
 eventManager = FindObjectOfType(typeof(EventSystemTest)) as EventSystemTest;
 eventManager.Init();
 }
 return eventManager;
 }
 }

void Init()
 {
 eventDictionary = new Dictionary<string, UnityEvent>();
 }

public static void StartListening(string eventName, UnityAction listener)
 {
//We need to crate place in memory for reference to the object 
 UnityEvent thisEvent = null;
 if (instance.eventDictionary.TryGetValue(eventName, out thisEvent))
 {
 thisEvent.AddListener(listener);
 }
 else
 {
//If there is no event with this name add new one to dictionary.
 thisEvent = new UnityEvent();
 thisEvent.AddListener(listener);
 instance.eventDictionary.Add(eventName, thisEvent);
 }
 }

public static void StopListening(string eventName, UnityAction listener)
 {
 UnityEvent thisEvent = null;
 if (instance.eventDictionary.TryGetValue(eventName, out thisEvent))
 {
 thisEvent.RemoveListener(listener);
 }
 }

public static void TriggerEvent(string eventName)
 {
 UnityEvent thisEvent = null;
 if (instance.eventDictionary.TryGetValue(eventName, out thisEvent))
 {
 thisEvent.Invoke();
 }
 }
}

Way of getting instance of the this class by other objects is similar to Singleton pattern. There is only one instance of this class in the game scene. In this example I have only one scene so I’m not doing check conditions, to simplify the code.

 

 

using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class EventSubscriber : MonoBehaviour
{
 void OnEnable()
 {
 EventSystemTest.StartListening("test", SubscribedAction);
 }

void OnDisable()
 {
 EventSystemTest.StopListening("test", SubscribedAction);
 }
 void SubscribedAction()
 {
 Color color = new Vector4(Random.Range(0f, 1f), Random.Range(0f, 1f), Random.Range(0f, 1f),1f);
 this.GetComponent<Image>().color = color;
 }
 void Updade()
 {
 if (Input.GetKeyDown(KeyCode.Space))
 EventSystemTest.TriggerEvent("test");

}
}

This script is attached to an Image on the scene.  We subscribe to the Action when script is enabled, at the beginning of the game. And we need to unsubscribe the event to optimize performance of the program. To trigger an event we need just one  line of code and  EventManager is doing for us everything  in the background.

This way even very complex relations between objects can be simplified to just few lines. We can subscribe more than one method, in different parts of game. In my example I’m triggering the event from he same script but it can be called from any other script. I’ll describe more practical use of it in next post. For more informations on this topic visit UnitySite.  Stay Awesome!

 

Unity Linear Interpolation

Unity Linear Interpolation tutorial with examples

Linear interpolation has many uses. I’ll try to cover the most  useful ones. This paragraph may be confusing, but everything will be explained in details later. Important thing to point out at the beginning, online tutorial tend to have two different approaches to this subject. First, like in official video, shows example of Lerp() function which is not linear. Another approach is to use percentage as time parameter. Lerp() can be used together with Vector3 and Math class. It’s common to use Math.Lerp() to change parameters like light intensity, colour or sprite transparency. While Vector3 is responsible for 3d movement. Lets start with example of changing light intensity in non linear way using Lerp()function.

Math.Lerp()

The Mathf.Lerp function takes 3 float parameters: one representing the value to interpolate from; another representing the value to interpolate to and a final float representing how far to interpolate. In this case, the interpolation value is 0.5 which means 50%.

float result = Mathf.Lerp (0f, 8f, 0.5f);

This one returns 4, (0+8)*0.5.

Lets take a look at mentioned earlier example

using UnityEngine;
using System.Collections;

public class LerpTutorial : MonoBehaviour {
 public Light light2;

 void Start () {
//We set intensity of light to 0
 light2.intensity = 0f;
 }
 
 void Update () {
//Two ways of changing the last parameter
 //light2.intensity = Mathf.Lerp(light2.intensity, 8f, 0.01f );
 light2.intensity = Mathf.Lerp(light2.intensity, 8f, 0.01f*Time.deltaTime);

 }
}

This one is changing the intensity of light, of course. As a time parameter we can pass the float value, what  changes the value every frame. Float value should be very small to notice the difference. 8f is maximum parameter for intensity, so don’t try putting larger values there, or do it at your own risk. Other way is to multiply the value by the Time.delta time what makes it change every second instead of every frame. To speed up the process I incensed the float value 10 times.

So this is an example of non linear transition. Each time call this method the minimum value is different. Last frame output becomes next frame input. It reminds me about recursive functions. You can learn more about them here. this way result if this method will slowly  approach the maximum value which in not linear.

Vector3.Lerp();

To illustrate linear transition lets use Vector3 class. Interpolates between the vectors a and b by the interpolant t. The parameter t is clamped to the range [0, 1]. This is most commonly used to find a point some fraction of the way along a line between two endpoints (e.g. to move an object gradually between those points). Same thing as Math class but with vectors. Takes X of a and b vectors and return point between them, the same for rest of axis.

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

public class LerpTutorial : MonoBehaviour {
 public float timeTakenDuringLerp = 1f;
 private bool isLerping;
 private Vector3 startPosition;
 private Vector3 endPosition;
 private float timeStartedLerping;

 void Update()
 {
 isLerping = true;
 timeStartedLerping = Time.time;
 startPosition = transform.position;
 endPosition = new Vector3(0, 0, 0);
 }

 void FixedUpdate()
 {
 if (isLerping)
 {
 float timeSinceStarted = Time.time - timeStartedLerping;
 float percentage = timeSinceStarted / timeTakenDuringLerp;
 transform.position = Vector3.Lerp(startPosition, endPosition, percentage);

 if (percentage >= 1.0f)
 {
 isLerping = false;
 }
 }
 }
}

This way we have fixed start and end position, and we change the value of the time based on the Time.deltatime. And we execute it FixedUpdate() which means every second.

This process will result in linear transformation.

You can experiment with time value by setting it to something different than constant.

float percentage = timeSinceStarted / timeTakenDuringLerp;
percentage = Mathf.Sin(t * Mathf.PI * 0.5f);

This will produce totally different result. I encourage you to try this method using function of time as a parameter.

Both ways of using this function can be useful, we can change the start parameter or time over time. Each way we have slightly different result. Lerp() method can be called not only from Update method using Coroutines. I wrote article about it here. Stay Awesome!

Unity Coroutines

Tutorial about coroutines in Unity. How to create waiting method, and make changes over time.

Using Coroutines is a great way of improving the performance of the game. This way we can avoid using Update() by calling the selected  method exactly when we want it, and stop it after execution. This way we don’t have to perform check operations in Update() method every frame, what’s slowing down the performance. Even the simplest check performed on multiple objects can slow have significant impact on the game frame rate, especially on mobile devices.

Coroutines are based on IEnumerable interface and Yield Return statement. I encourage you to familiarize yourself with those concepts before moving to this topic.

Waiting Method

It’s common situation in game dev that we want to execute our operation with delay, We can use Invoke() method, but it’s topic for another post. Here is an example of the simplest waiting method

    IEnumerator Wait(float sec) {
        yield return new WaitForSeconds(sec);
        Debug.Log("Tired of waiting");
    }

Once again I encourage you to read the posts about IEnumerable and  Yield Return.

Coroutines are executed in main thread. After StartCoroutine() method is called, compiler continues to execute next line of code while the method is working at the same time.

void Start() {
        StartCoroutine(Wait(2F));
        //StartCoroutine("Wait",2f); 
        Debug.Log("Next line executed"); 
    }

There are two ways of calling the method one by it signature, and second by its name as a string, and values after coma. Advantage of second method is that we can stop it with StopCoroutine(“Wait”) function.

In this example we will receive debug log  from Start immediately after the start is called. And after 3s we will have debug from Wait function.

Change over time

Another use of coroutines is to perform change over time. We can combine this with Lerp() function to perform linear interpolation. Or we can use it to fade out the renderer.

IEnumerator Fade()
   {
   for (float f = 1f; f >= 0; f -= 0.1f)
       {
         Color c = renderer.material.color;
         c.a = f;
         renderer.material.color = c;
         yield return null;
       }
    }

In this example we place our “yield return null” inside the for loop, this way after each iteration we are coming back to the loop with new values. This have big advantage over Update() method. In next part I’ll cover more complex applications of this concept. Stay Awesome!

 

 

LitJSON in Unity3D

Creating databases for our game seems to be a difficult task, but LitJSON makes it really easy. Today we will take a look at simple method of reading  JSON files.

LitJSON is a small and fast library for handling data in the JSON format. It is written in C# and is compatible with all .Net languages.

First lets create a JSON file. We can use VisualStudio Community Version or VS Express for Web. To crate Json file you can simply create new text file on your computer and change extension to from .txt to .json.

Now lets open the file in our VS. To demonstrate the example I created list of ships that will be used in my game. So here is the basic layout of the file:

//Arrays are marked by [].
[
 {
 "agility": 3,
 "armor": 300,
 "cargo": 15,
 "details": "complete the game helping race 1 to unlock ",
 "maxSpeed": 3,
 "weight": 1100
 }, //remember to type comma after every element, except last one
 {
 "details": "complete the game helping race 2 to unlock ",
 "armor": 100,
 "maxSpeed": 2,
 "agility":5,
 "cargo": 10,
 "weight": 800 // no comma here

 }
]

JSON can store intagers and strings. Key signatures are written between “” and valu is stored after colon( : ) elemants are separated by commas.

 

Here is our c# Script

You need to add LitJson liblary, you need to download the dll file first and than add the reference to the project in VS referance manager.

using LitJson;
// We also need System.IO to read the files.
using System.IO;
public class ShipSelection : MonoBehaviour {

/we declare two variables, string and JsonData.
 private string JSONstring;
 private JsonData stateData;

 void Start () {
 
// Here we read our file from our game assets as a string field.
 JSONstring = File.ReadAllText(Application.dataPath + "/JSON/ShipsDetails.json");
 Debug.Log(Application.dataPath + "/JSON/ShipsDetails.json");
// Now w convert it to JsonData object
 stateData = JsonMapper.ToObject(JSONstring);
 }

Now when you have referance to the object we can read the selected property from it. To do so lets use this line of code

panelText.text = stateData[ship_number]["details"].ToString();

panelText is a reference to an object on the scene;

ship_number is an integer value, defined somewhere in the code: int ship_number =0;

Lets analyze the structure of this code.

To pass the text value we need to convert our data to back to string we use build in method – .ToString()

we use the name of our JsonData object than we select the object Id, in our example we have two objects with indexes 0 and 1. Indexes starts with 0. Now when we are inside our selected object we choose the property wo want to use, lets say “details”.

This will select and display the following

   complete the game helping race 1 to unlock

We can select the int values as well

   SHIP_STATS[0]= (int)stateData[ship_number]["armor"];

We store the value of ship armor in array of inegers, we can use it as int value and perform math operations on it.

This is very basic example, when we are not creating classes for the objects. This topic will be discused in next post. Have fun with your new tool. And as always Stay Awesome!