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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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On this page
  • Creating A Target
  • Activating/Deactivating A Target
  • Setting Up Waypoints
  • Subsystems

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  1. Radar

Target Setup

Creating A Target

To make an object a target that can be tracked by radar, add a Trackable component and customize the settings in the inspector.

Activating/Deactivating A Target

To activate or deactivate a target in your scene, toggle the Activated checkbox in the inspector, or use the following code:

// Activate a target
myTrackable.Activated = true;

// Deactivate a target
myTrackable.Activated = false;

When deactivated, a target won't be trackable by radar.

Setting Up Waypoints

Typically, a waypoint is a type of target that can always be detected by a radar, regardless of that radar's range. To create this:

  1. Add a new game object to the scene in the position where the waypoint should be found

  2. Add a Trackable component and customize the inspector settings

  3. Check the Ignore Tracking Distance checkbox in the inspector

When you ignore tracking distance, the waypoint appears on radar regardless of the radar's range.

You can use a Game Agent Trigger to toggle the activation of the waypoint so that it becomes deactivated when the player is within a specified range. Do this by adding the waypoint Trackable's Activated setter to the events in the inspector of the Game Agent Trigger component.

Subsystems

Setup

To setup subsystems on a vehicle, you can designate a Trackable object to be a child (subsystem) of another Trackable, by assigning it to the Child Trackables list in the inspector of the other Trackable component.

Adding Module Subsystems

Sometimes you might have a module that is loaded on a vehicle that you want to appear as a targetable subsystem of the vehicle.

To set this up:

  1. Add a Trackable Module Linker somewhere on the vehicle

  2. Open the inspector and set the Parent Trackable component in the inspector to the vehicle's Trackable component.

Now, any Trackable on any module loaded onto the vehicle will be added to the vehicle Trackable's Child Trackables list, as a subsystem.

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Last updated 8 months ago

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Check out the section on to find out how to specifically target subsystems.

Target Selectors
Add child trackables (subsystems) to a Trackable component.