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UVC
  • Introduction
  • Installation
    • Installing in New Project
    • Installing in Existing Project - SCK
    • Installing in Existing Project - MCK
  • Space Combat Kit Tour
  • Mech Combat Kit Tour
  • Player Setup
  • Vehicle Framework
    • Game Agents
    • Vehicles
    • Modules
      • Module Mounts
      • Modules
      • Module Types
      • Module Attachments
      • Display Module On UI
      • Module Managers
  • Input
    • General Input
    • Vehicle Input
    • Rewired Integration
  • Player/AI
  • Spaceships
    • Speed UI
    • Space Fighters
    • Capital Ships
  • Mechs
    • Speed UI
  • Vehicle Control Animations
  • Character Enter/Exit
  • Camera
    • Camera Setup
    • Vehicle Setup
    • Secondary Cameras
    • Death Camera
  • Weapons
    • Framework
      • Triggerables System
      • Weapon System
    • Vehicle Setup
      • Vehicle Weapons
      • Cursor Aiming
    • Projectile Weapons
    • Beam Weapons
    • Missile Weapons
    • Resource Handling (Ammo/Heat)
    • Turrets
    • HUD Weapon Info
    • Health Modifier Volumes
  • Radar
    • Radar Setup
    • Target Setup
    • Target Selectors
    • Trackable Types
    • Improving Radar Performance
    • Target Notification
    • Radar Audio
  • Health
    • Health Framework
      • Health
      • Damageable
      • Damage Receiver
      • Health Modifier
      • Health Types
      • Health Modifier Types
      • Surface Types
    • Vehicle Setup
    • Damageable Object Setup
    • Detonators
    • Health Recharge
    • Health UI
    • Energy Shield
    • Damageable Module Linkers
  • HUD
    • HUD Basics
    • HUD Manager Setup
    • Custom HUD Components
    • HUD Module Display
    • Camera View Management
    • HUD Cursor / Reticle
    • Weapon UI
    • Resource Container UI
    • 2D Radar
    • 3D Radar
    • Target Boxes
    • Target Holograms
    • Minimaps
    • HUD Distance Lookup
  • Loadout
  • AI - Space Combat Kit
    • AI Setup
    • AI Spaceship Behaviours
  • AI - Mech Combat Kit
  • Game States
  • Teams
  • Floating Origin
  • Object Pooling
  • Menus
    • Creating Menus
    • Button Controllers
  • Rumbles
  • Rigidbody Characters [WIP]
  • Utilities [WIP]
    • Object Triggers
    • Shadow Caster Doubles
    • Gimbals
    • Game State Post Process Enabler
  • Objectives
  • Resources System
    • Resource Containers
    • Resource Handlers
    • Resource Container Triggers
    • Module/Vehicle Resource Usage
    • UI
  • Cutscenes
  • URP Upgrading
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Vehicle Framework

PreviousPlayer SetupNextGame Agents

Last updated 7 months ago

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If you just want to get started, you can skip this section and come back later for reference if necessary. You don't need to understand the vehicle framework to begin building vehicles for your game.

All of the vehicle combat kits operate on a simple design framework that makes it easy to add different vehicles to your game, control them, add functionality/upgrades to vehicles in the editor or during gameplay, and much more.

This design framework consists of four key elements:

  • Game Agents - player or AI.

  • Vehicles - represent an object controlled by the player or AI.

  • Module Mounts - game objects on the vehicle that represent where modules can be loaded.

  • Modules - items that can be dynamically loaded onto a vehicle to modify its capabilities, such as different weapons, shield generators, etc.

This provides a strong foundation for any kind of combat vehicle.

When a Game Agent (player or AI) enters a vehicle, input scripts on the Game Agent will typically connect to the vehicle core components (such as the Radar, Weapons, etc) to control the vehicle's core capabilities, while modules will modify or add to what these systems are capable of.

The following sections provide more detail on each of the elements that make up the vehicle framework.

Take a look at the vehicle framework that forms the basis of the Vehicle Combat Kits.
Flowchart showing the core structure of a vehicle.