Another Systems

Shooter Manager Component

Responsible for managing gun fire.

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Shot

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Describe all main shooting behavior.

spawner: Transform from the position where the shot will come from.

bullet: The projectile that will be instantiated. It is important that this object has the Projectile component.

ignore layer: The projectile will only identify a collision with another object if it does not have that layer defined.

bullet velocity: Speed in meters per second that the projectile moves.

bullet life time: After “X” seconds the projectile will be destroyed automatically even without having collided with another object.

bullet explosion force: The explosion force that will be assigned to nearby objects when they collide with something.

bullet explosion range: The distance to identify nearby objects to apply explosion force after colliding with another object.

explosion force curve: The strength of the explosion force over the distance when the projectile collides.

reload time: The weapon’s reload time.

recoil: The force of the shot applied to the vehicle.

Effects

_images/shooter_effects.jpg

Instantiates objects when a projectile is instantiated.

Spawn on shot: Objects that must be created, such as particles

Sound

_images/shooter_manager_sound.jpg

audio source: Audio source that will be used to play the trigger sound.

clip: The audio clip of the shot.

Bullet Projectile

A projectile is an object that can be used by a Shooter manager.

it is formed by a GameObject with a kinematic Rigidbody and a Collider marked as trigger, add a projectile component and your projectile will be fired.

_images/projectile.jpg

Standart Camera Contoller Component

Standard MMV camera controller, capable of delivering different types of camera positioning such as 3rd person, commander’s view and sniper’s view.

_images/standart_camera_controller.jpg

target: add the target vehicle to be followed by the camera.

_images/standart_camera_controller_inputs.jpg

Add player controls to be able to control the camera, it is possible to configure both keyboard and mouse and gamepad.

See for configure your Axes: Unity Input Manager

horizontal Axes: Horizontal Axes of the Input Axes to rotate the camera horizontally.

vertical Axes: Vertical Axes of the Input Axes to rotate the camera vertically.

invert horizontal Axes: Invert the direction of the player control’s horizontal Axes.

invert vertical Axes: Invert the direction of the player control’s vertical Axes.

change camera key: The key or button to switch between cameras if you have more than one.

axis sensitivity: Camera movement sensitivity

Camera Behaviour

_images/standart_camera_controller_camera_behaviour.jpg

Describe how the camera should behave.

camera turn speed: The speed at which the camera rotates

crosshair layer: Layer of objects that have a collider.

types

Game cameras

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_images/standart_camera_controller_camera_names.jpg

amount: Number of vehicle cameras.

Camera “X”

camera: The chosen camera.

type: The type of camera.

Note

THIRD_PERSON: The camera moves around the vehicle and uses the “Camera Collider” to avoid obstacles.

FIRST_PERSON: Stays in the same place, but can be rotated vertically and horizontally.

_images/standart_camera_controller_camera_types_demo.jpg

min vertical: The minimum angle to the vertical.

max vertical: The maximum angle vertically.

align to vehicle: Aligns the Y axis of the camera with that of the vehicle, by default it is already activated in FIRST_PERSON mode.

Options for FIRST_PERSON

max horizontal: The maximum angle the camera can turn horizontally.

Options for THIRD_PERSON

camera height: The height of the camera relative to the vehicle.

camera distance: The distance of the camera from the vehicle

camera collision: Camera collision sensor, prevents it from entering walls, add here the collision layers of your scene, by default the layer is “Default”.