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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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  • Creating A Missile Weapon
  • Creating Missiles
  • Missile Swarms

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  1. Weapons

Missile Weapons

Creating A Missile Weapon

To create a missile weapon:

  1. Create a new game object and call it 'Missile Weapon'

  2. Add a Missile Weapon component

  3. Add a Projectile Weapon Unit component

  4. Drag a missile prefab into the Projectile Prefab field in the inspector of the Projectile Weapon Unit component.

The missile weapon is now ready to use and will fire missiles when triggered, and can be loaded onto a vehicle as a module.

Check out the missile weapon prefabs to see examples of setting up visual and audio effects.

Creating Missiles

To create a missile:

  1. Create a new game object and call it 'Missile'

  2. Add a Missile component

  3. Add your meshes and exhaust trails as desired.

The missile is now ready to use, and can be made into a prefab and used in missile weapons.

Missile Swarms

You can create a missile swarm for your game, there is an example implemented in the Mech Combat Kit but it is possible to create with any of the kits.

  1. Create a missile weapon (see steps above) with multiple projectile weapon units (as many as you wish). Make sure they are all added to the Weapon Units list in the inspector of the Missile Weapon component.

  2. Create a missile (see steps above) but instead of using the Missile component, use the Swarm Missile component. Add it to all the missile weapon units you created.

Now, your weapon will spawn a swarm of missiles when fired. Customize the settings on the Swarm Missile component to adjust the look and feel.

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Last updated 2 years ago

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