🎨
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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  • Health Bars
  • Hit Screen Effect

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  1. Health

Health UI

Health Bars

To help you display vehicle health information on the HUD or other UI, the Health Fill Bar Controller has been provided.

To set it up:

  1. Add a Health Fill Bar Controller somewhere on your vehicle

  2. Open the inspector and drag the vehicle's Health component into the Health field

  3. Create an Image using Unity's UI for the health bar, add a sprite (you can use the Square_Bounds sprite provided in the kit) and set the Image Type to Filled. You may also want to set the Fill Method to Horizontal.

  4. Drag the image into the Bar Fill field in the inspector of the Health Fill Bar Controller component.

  5. Leave the Health Type empty to show all health, or set a specific health type to show.

Now the image will show a fill amount proportional to the amount of full health remaining on the vehicle.

Hit Screen Effect

When the vehicle takes damage, you may want to show a full screen hit effect like many games do, with a blurry red outline around the edge of the screen or something similar. The Hit Effect Image Controller enables you to easily set this up.

To set this up:

  1. Add a Hit Effect Image Controller to the root transform of the vehicle

  2. Create a full screen image somewhere on the Vehicle's HUD

  3. Open the inspector of the Hit Effect Image Controller and set the Hit Effect Image to the image you added in Step 2.

  4. Customize the rest of the values in the inspector

Now, when any Damageable on the vehicle takes damage, the image will flash.

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Last updated 12 months ago

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