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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
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  • Spaceships
    • Speed UI
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    • Camera Setup
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  • 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
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    • Improving Radar Performance
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  • Health
    • Health Framework
      • Health
      • Damageable
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      • Health Modifier Types
      • Surface Types
    • Vehicle Setup
    • Damageable Object Setup
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  • 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
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    • 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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  1. Vehicle Framework
  2. Modules

Module Attachments

PreviousModule TypesNextDisplay Module On UI

Last updated 7 months ago

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Sometimes you have a single module with multiple parts, each of which must go to a specific location on the vehicle it's mounted on. An example of this is a twin gun weapon, where each of the weapon units must go to a different location on the vehicle, even though it is all part of a single module.

To achieve this, create gameobjects on your vehicle and position/rotate them where each of the module's parts needs to go. Then add them one-by-one to the module mount's 'Attachment Points' list.

Next, go to the module and drag each of its parts into the Module component's 'Attachment Items' list. The order in the list here will match the order of the 'Attachment Points' on the module mount.

Now, when the module is mounted at the module mount, each of the 'Attachment Items' on the module will be placed at the position/rotation of the corresponding 'Attachment Point' on the module mount.

Add attachment points to a module mount.
Add attachment items to the module.