🎨
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
Powered by GitBook
On this page
  • Vehicle Health
  • Damageable Components
  • Colliders
  • Detonators

Was this helpful?

  1. Health

Vehicle Setup

Vehicle Health

To begin, add a Health component to the root transform of the vehicle.

Damageable Components

For each damageable component on the vehicle, add a Damageable component somewhere in the vehicle's hierarchy and customize its health properties in the inspector.

Colliders

For each game object that contains one or more colliders that represents a damageable component, add a Damage Receiver component and set the Damageable it refers to in the inspector.

Detonators

When the vehicle or an individual damageable component on it is destroyed, you may want to spawn effects such as explosions. The Detonator class helps you do that.

To set up a Detonator:

  1. If the detonator is for the whole vehicle, go to the Vehicle component and add the Detonator's Detonate function to its On Destroyed event.

  2. If the detonator is for the an individual damageable component, go to the Damageable component and add the Detonator's Detonate function to its On Destroyed event.

  3. Go to the inspector of the Detonator component, open the Detonated State Spawn Objects list, and add your explosion prefab there.

PreviousSurface TypesNextDamageable Object Setup

Last updated 2 years ago

Was this helpful?