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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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Mech Combat Kit Tour

PreviousSpace Combat Kit TourNextPlayer Setup

Last updated 7 months ago

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The Mech Combat Kit has been developed to help you create any kind of mech game, from simpler games like War Robots to mech sims like Mechwarrior.

Quick Start Scene

It's best to use the demos to familiarize yourself with the kit.

If you'd like to manually add a controllable mech to a scene, here's how to do it.

  1. Drag the SceneObjects_MCK prefab into the scene

  2. (Delete the default camera) and drag the VehicleCamera_MCK prefab into the scene

  3. Drag the Player_MCK prefab into the scene

  4. Drag a mech prefab such as the Mech_Titan prefab into the scene

  5. Go to the Player_MCK object you just added to the scene, open the Game Agent component in the inspector, and set the 'Starting Vehicle' to the Mech_Titan object you added to the scene.

  6. Add a cube (GameObject > 3D Object > Cube from the top menu), scale it out to make enough space for the mech to walk around, and position it under the mech's feet.

Now when you play the scene, you'll be able to walk around and operate the mech.

Quick scene setup for a controllable mech using the Mech Combat Kit.