Use Collider Prefab Constructor¶
The idea behind this prefab is similar to the one explained in the 5.5. This component should be attached to prefabs that contain by themselves a collider that when triggered with specific actors it triggers the Event Manager for the Action completion. In addition, based on the desired usage of the interactable different configuration is needed. The difference here is that the actors for the collision are type-unrestricted. Anything can be inserted for the collision to be accepted.
Variable Name |
Type |
Description |
---|---|---|
Stay Time |
float |
In case of |
Prefabs Used |
List of actors |
Insert the actors that the collider will await collision with. |
Hit Times |
int |
In case of |
Hit force |
float |
In case of |
Hit Movement Vector |
Vector3 |
In case of |
Proceed Animation on Collider Hit |
boolean |
If enabled, iIn each successful collision play the next animation from the animation list |
Proceed Animation on Perform |
boolean |
If enabled, on action’s perform the next animation from the |
Animation Names |
List of strings (animation names) |
The names of animation assets that will be played on each successful collision hit. These should referenced be in the |
Character Actor Name |
string |
The name of the actor that has the |
Promote Collider Components |
boolean |
If false, all components under the collider being hit(destroyed) will be destroyed as well. Otherwise, the child components will take its place when destroyed |
Collider Trigger |
Simple, UseActionCollider, Hit |
Specify the behaviour needed from the user in order to register a successful collision. |
Prefab Creation Requirements¶
Primitive component
Overlap Collider(s)