Game Agents
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A Game Agent component represents a player or AI, and is separate from any vehicle so that it can enter and exit different vehicles during gameplay.
A Game Agent can take control of different vehicles, be killed or revived, and belong to a .
Check out the inspector for all the settings you can customize. Here are some of the key things to know about this component.
To make the Game Agent enter a vehicle when the scene starts, drag a vehicle (not a prefab, must be a vehicle in the scene) into the 'Starting Vehicle' field in the inspector.
To get the vehicle that a Game Agent is currently in, use the following code:
To enter/exit a vehicle during gameplay, simply call the Game Agent's Enter Vehicle function like so:
Game Agents are automatically killed when the vehicle they are in is destroyed.
Here are examples for how to use the relevant functions manually.
To make it as easy as possible to access all the game agents in the scene, the Game Agent Manager component has been provided.
The Game Agent Manager is a singleton class, which means there must only be one in the scene at any time.
This component does several key things:
Stores all the Game Agents in the scene for easy access
Stores a reference to the 'Focused Game Agent' (the player) which provides a single reference point to the player for things like camera following, rumble effects, etc.
Provides events for other systems to receive notifications when the player switches vehicles, dies, is revived, etc
Any script can access the Game Agent Manager using the static 'GameAgentManager.Instance' reference:
If you have a character and you want it to be able to enter/exit a vehicle when it's nearby, check out the .