Shooting
Setting up the shooting system for AI.
Name | Description |
Physics Shooting | Meets the logic of firing physical bullets for AI. |
RayCast Shooting | Meets the logic of firing beams for AI. |
Physics Shooting
Vision Settings
Target Selection:
Responsible for the type of choice the object of persecution.
Name | Description |
First | Selects the first target seen. |
Nearest | Selects the nearest target. |
Distant | Selects a target at a certain distance. |
Field Of View:
Here we put a link to the vision component for AI.
To adjust the vision, read the:
pageVisionShoot Settings
Fire Point:
The point where the bullets will fly out.
Bullet:
Here we put the bullet we created.
Impulse Amplifier:
Additional bullet momentum.
Rpm:
The number of shots fired per minute.
Queue:
The number of cartridges produced per turn.
Name | Description |
Randomize | Random delay between queues. |
Delay | The delay between queues. |
Fire Sound:
We put here a link to the sound effects when shooting.
Fire Effect:
Responsible for the effects when shooting.
Example:
When shooting, a cartridge flies out of the chamber or a flame appears at the muzzle from the shot.
Reload Settings
Name | Description |
Bullet Count | The number of cartridges in the horn after reloading. |
Reload Time | Reload time. |
Reload Sound | The sound of reloading. |
Animation Settings
Name | Description |
Fire State | Animation of shooting. |
Reload State | Animation of reloading. |
After that, in each floor, you need to write the name of the animation, the animation layer and the transition time to this animation.
Search Settings
Name | Description |
Delay Time | The waiting time after the target has disappeared from the field of view. |
Search Steps | The number of search attempts after the goal was lost. |
Search Step Radius | The radius in which the AI will search for the lost target. |
Cover Settings
Cover Behaviour
The algorithm for choosing a shelter.
Name | Description |
Any Available | Any available shelter. |
Nearest | The nearest shelter. |
Distant | Distant shelter. |
Cover Map Initialization
By name: initialization by object name.
Manual: by dragging the Cover Map.
Audio Settings
Name | Description |
Audio Source | Here you need to pass a link to the Audio Source of our AI. |
Default Transition
Target Behavior: responsible for the state that the AI will go to when it loses the target.
Event Callback
On Enable Event ()
Events that will occur when entering the state.
On Disable Event ()
Events that will occur when exiting the state.
RayCast Shooting
Vision Settings
Target Selection:
Responsible for the type of choice the object of persecution.
Name | Description |
First | Selects the first target seen. |
Nearest | Selects the nearest target. |
Distant | Selects a target at a certain distance. |
Field Of View:
Here we put a link to the vision component for AI.
To adjust the vision, read the:
pageVisionShoot Settings
Fire Point:
The point where the bullets will fly out.
Bullet:
Here we put the bullet we created.
Impulse Amplifier:
Additional bullet momentum.
Culling Layer
Layers with which it can interact.
Rpm:
The number of shots fired per minute.
Queue:
The number of cartridges produced per turn.
Name | Description |
Randomize | Random delay between queues. |
Delay | The delay between queues. |
Fire Sound:
We put here a link to the sound effects when shooting.
Fire Effect:
Responsible for the effects when shooting.
Example:
When shooting, a cartridge flies out of the chamber or a flame appears at the muzzle from the shot.
Accuracy Settings
Spread Multiplier - the coefficient of increasing the spread.
Reload Settings
Name | Description |
Bullet Count | The number of cartridges in the horn after reloading. |
Reload Time | Reload time. |
Reload Sound | The sound of reloading. |
Animation Settings
Name | Description |
Fire State | Animation of shooting. |
Reload State | Animation of reloading. |
After that, in each floor, you need to write the name of the animation, the animation layer and the transition time to this animation.
Search Settings
Name | Description |
Delay Time | The waiting time after the target has disappeared from the field of view. |
Search Steps | The number of search attempts after the goal was lost. |
Search Step Radius | The radius in which the AI will search for the lost target. |
Cover Settings
Cover Behaviour
The algorithm for choosing a shelter.
Name | Description |
Any Available | Any available shelter. |
Nearest | The nearest shelter. |
Distant | Distant shelter. |
Cover Map Initialization
By name: initialization by object name.
Manual: by dragging the Cover Map.
Audio Settings
Name | Description |
Audio Source | Here you need to pass a link to the Audio Source of our AI. |
Effect Settings
Name | Description |
Line Renderer Effect | Here we pass the Ray Trail component from our bullet. |
Decal Mapping | Here we pass a link to Decal Mapping. |
Ray Trail - responsible for drawing the bullet.
Default Transition
Target Behavior: responsible for the state that the AI will go to when it loses the target.
Event Callback
On Enable Event ()
Events that will occur when entering the state.
On Disable Event ()
Events that will occur when exiting the state.
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