Target Setup
Creating A Target
To make an object a target:
Add a Trackable component
Customize the settings in the inspector
Activating/Deactivating A Target
To activate or deactivate a target in your scene, you toggle the Activated checkbox in the inspector, or use the following code:
Setting Up Waypoints
To create a waypoint:
Add a new game object to the scene where the waypoint should be found
Add a Trackable component and customize the inspector settings
Check the Ignore Tracking Distance checkbox in the inspector
When you ignore tracking distance, the waypoint appears on radar regardless of the range, which is useful for waypoints.
You can use a Game Agent Trigger to toggle the activation of the waypoint target when the player is within a specified range, by adding the waypoint Trackable's Activated setter to the events in the inspector.
Subsystems
Setup
To make it easier to set up and target subsystems on a vehicle that can be individually targeted, you can designate a Trackable object as a child (subsystem) of another one, by assigning it to the Child Trackables list in the inspector of another Trackable component.
Subsystem Targeting
To enable a target selector to target subsystems, go to your Tracker Target Selector on your vehicle and check the Select Highest Depth Child in the inspector.
This means that when a target is selected, the selector will automatically move to any subsystem on the vehicle.
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:
Add a Trackable Module Linker somewhere on the vehicle
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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