Aurora FPS Engine
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On this page
  • First Person Settings
  • Drop Weapon Settings
  • Equip Settings
  • Inventory Settings
  • UI Settings
  • Event Settings

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  1. Weapon
  2. Create Weapon

Create Weapon Item

PreviousCreate WeaponNextCreate Weapon Prefab

Last updated 3 years ago

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A unique identifier is the essence of the weapon in the system, by which it will identify it.

To create a unique identifier, go to :

Create -> Aurora FPS -> Inventory -> Equippable Item

We have created an identifier with a set of fields.

Now let's set it up and see what each of them gives us, and also consider examples of using some of them.

Property

Description

Name

The unique identifier of the weapon.

Type

The group to which the weapon belongs.

First Person Settings

Property

Description

First Person Weapon

First Person Position

Setting the initial position of the weapon.

First Person Rotation

Setting the initial rotation of the weapon.

Drop Weapon Settings

Property

Description

Drop Weapon

Here we put a model of a weapon that can be selected.

Drop Rotation

The rotation of the object when dropping.

Drop Forward Multiplier

At what distance from the player the discarded object will appear.

Drop Force

Setting the force of the throw when dropping an object.

Drop Torque

Setting the torque when dropping an object.

Equip Settings

Name

Description

Select Time

The time of taking the item in hand.

Hide Time

The time when the object is removed from the hands.

Inventory Settings

Property

Description

Reusable

Shows whether we can reuse the item or whether it will be deleted after the first use.

UI Settings

Property

Description

Item Image

Here we put the sprite of our weapon, which will be displayed in the HUD.

Event Settings

This parameter is responsible for events that will occur during the use of the item.

Property

Description

Component

Component Name.

Function

The function of the component that needs to be called.

Parameters

List of function parameters.

The function will be called only if the component is located on the same object as the InventorySystem component.

Example:

We can create an apple, when using it, the "ApplyHealth" function will be called from the "ObjectHealth" component with the parameter specified by us and will restore a certain amount of health to the player.

Here we put the .

prefab of our weapons