Aurora FPS Engine
  • 🏡Home
  • ⭐Getting Started
  • Player
    • Create Player
      • Based on Character Controller
      • Based on Rigidbody
    • Configurate Movement
      • Сonfigure Speed
      • Сonfigure Jump
      • Сonfigure Air Control
      • Сonfigure Acceleration
      • Сonfigure Crouch
      • Сonfigure Gravity
      • Сonfigure Grounded Settings
      • Сonfigure Roof Checker
      • Сonfigure Wall Checker
      • Advanced settings
    • Configurate Camera
      • Required Settings
      • Сonfigure Sensitivity
      • Сonfigure Settings
      • Add Custom Effects
      • Сonfigure Zooming
    • Input Receiver
      • Add New Input
      • Configurate Input
      • Input Interactions
      • Input Processor
    • Health System
      • Velocity Damage Settings
      • Add Custom Effect
      • Respawn Settings
      • Damage Shake Settings
      • Death Settings
    • Inventory System
      • Groups
        • Add New Group
        • Adding Slots To A Group
      • Weapon Settings
      • Advanced Settings
      • Add New Item
        • Item
        • Equippable Item
    • Footstep Sound System
      • Footstep Mapping
    • Loot System
      • Looting System
      • Looting Object
    • Grab System
    • Remote Body
      • Ragdoll
      • Weapon
  • Weapon
    • Create Weapon
      • Create Weapon Item
      • Create Weapon Prefab
    • Configurate Weapon
      • Сonfigure Gun
        • Animation System
        • Shooting System
          • Raycast Shooting System
          • Physics Shooting System
          • Raycast Shotgun System
          • Physics Shotgun System
          • Create Bullet
            • Bullet Item
            • Physics Bullet
            • Decal Mapping
        • Reload System
          • Standart Reload System
          • Sequential Reload System
      • Сonfigure Grenade
        • Animation System
        • Throw System
          • Create Grenade
        • Ammo System
      • Сonfigure Melee
        • Animation System
        • Attack System
    • Crosshair
      • Main Crosshair
      • Hit Effect
      • Kill Effect
    • Override Transformation
    • Custom Effects
    • Recoil System
    • Audio Event
  • Artificial Intelligence
    • Create AI
    • Configurate AI
      • Behaviour
        • Add Behaviour
        • Behavior Settings
        • Default Behavior
          • Locomotion
          • Combat
          • Shooting
        • Remove Behaviour
      • Trasitions
        • Add Default Transition
        • Add Custom Transition
        • Remove Custom Transition
      • Conditions
        • Add Condition
          • Default Conditions
        • Remove Condition
    • Health System
      • Add Custom Effect
      • Respawn Settings
      • Death Settings
    • Animation System
      • 1D Animation System
      • 2D Animation System
    • Vision
      • Fixed VIew
      • Procedural View
    • Cover System
    • Inverse Kinematics
      • Foot IK
      • Hands IK
    • Footstep Sound
      • Footstep Mapping
    • Ragdoll
    • Way Point Map
  • World
    • Terrain Manager
  • UI
    • Weapon Receiver
    • Health Receiver
    • Loot Object Receiver
    • Animation
    • SFX
  • Tools
    • Console
  • Utilities
    • Remote Controller Sync
  • Other
    • Changelog
Powered by GitBook
On this page
  • Cover Point Settings
  • Point
  • Angle
  • Is Occupied
  • Visualize

Was this helpful?

  1. Artificial Intelligence

Cover System

Configuration of the shelter system.

PreviousProcedural ViewNextInverse Kinematics

Last updated 3 years ago

Was this helpful?

First of all, we need to create a Cover Map, for this we need a component of the same name:

In order to create a shelter where the AI will hide, click on the plus sign:

And we proceed to setting up the shelter.

Cover Point Settings

Point

We specify a link to the Transform of our shelter.

Angle

The viewing angle, when the enemy hits it, this point becomes unsafe and the AI will change the shelter.

Is Occupied

An indicator of whether the point is occupied or not.

Visualize

It is needed for debugging, visualizes the viewing angle from the shelter.