# User Guide

### Opening Note Manager

#### From Unity Menu

Navigate to **Tools > Latin Tools > Note Manager** in the Unity Editor menu bar.

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***

### Creating Notes

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#### New Note

1. Click the **"New Note"** button in the toolbar
2. Fill in the note details:
   * **Title**: Name of your note
   * **Category**: Select from predefined categories (Code, Design, Task, Bug, Idea, Documentation)
   * **Priority**: Low, Medium, High, or Critical
   * **Status**: Active, Completed, Archived, or On Hold
3. Add optional **Tags** by typing and pressing Enter
4. Write content using **Markdown** syntax
5. Click **Save** to store the note

#### Adding Images

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1. Click **"Add Images"** in the editor panel
2. Select one or multiple image files
3. Images appear in a horizontal gallery
4. Click any image to view in fullscreen
5. Right-click for image options (view, remove)

#### Adding Asset References

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1. Drag and drop Unity assets from the Project window
2. Or click **"Add Asset Reference"** to browse
3. Supported types: Prefabs, Scripts, Materials, Scenes, Audio, etc.
4. Assets display as cards with type icons
5. Click to select in Project, double-click to open

#### Cover Image

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* Set a cover image that appears as a background overlay in the metadata section
* Select via **"Set Cover Image"** button
* Image displays with 15% opacity behind note metadata

***

### Viewing Notes

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#### View Modes

* **Grid View**: Cards with thumbnails and key information
* **Card View**: Larger cards with full metadata display

Switch between views using the toolbar buttons.

#### Note View Panel

* Click any note card to open in fullscreen read-only mode
* Displays formatted markdown with all attached media
* Shows metadata in a compact horizontal layout
* Access edit, pin, and delete actions from the toolbar

#### Table of Contents

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1. Click the **"📑 TOC"** button when viewing a note
2. TOC automatically generates from markdown headers (H1, H2, H3)
3. Click any heading to jump to that section
4. TOC remains visible in sidebar for quick navigation
5. Content section has vertical scroll for long documents

***

### Markdown Support

#### Headers

```markdown
# Heading 1
## Heading 2
### Heading 3
```

#### Text Formatting

```markdown
**Bold text**
*Italic text*
`Inline code`
[Link text](url)
```

#### Lists

```markdown
- Bullet point
* Another bullet
1. Numbered item
2. Another number

- [ ] Unchecked task
- [x] Completed task
```

#### Code Blocks

````markdown
```csharp
public class Example {
    void Start() { }
}
```
````

#### Tables

```markdown
| Header 1 | Header 2 |
|----------|----------|
| Cell 1   | Cell 2   |
| Cell 3   | Cell 4   |
```

#### Other Elements

```markdown
> Blockquote text

---
Horizontal rule

![Image](path/to/image.png)
```

***

### OpenNote Component

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The **OpenNote** component allows you to link notes to GameObjects and open them from the scene.

#### Setup in Scene

1. Select a GameObject in your scene
2. Add Component > Latin Tools > **OpenNote**
3. The component automatically appears with an **"Open Note Manager"** button

#### Assigning a Note

1. Open Note Manager window
2. Find the note you want to link
3. Right-click the note card
4. Select **"Assign to OpenNote Component"**
5. Click the OpenNote component in the Inspector
6. The note ID is now linked to this GameObject

#### Project Assets

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You can also:

1. Create an **OpenNote asset** in the Project window (Create > Latin Tools > Open Note)
2. Configure it to open a specific note
3. Use it as a reusable link to important documentation

***

### Content Preview

#### Toggle Preview

While editing, click the **"Preview"** button to:

* See formatted markdown in real-time
* Verify table layouts and lists
* Check image displays
* Test links and formatting

Toggle back to continue editing.

#### Quick Insert Panel

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Click the **"Quick Insert"** button (when available) to:

* Insert common markdown syntax
* Add templates for tables, code blocks
* Speed up content creation

***

**Need Help?** Visit <https://latin-dev-tools.site/contact> or check the inline tooltips throughout the interface.
