Right now that method takes a simple Integer argument, but I might change that to accept only a HitModel instance (which will be able to carry more complex information, such as elemental damage or the request to create a damage proc). Unity is the ultimate game development platform. These would then move along with the character / enemy animation. Should I ever require bodily precision, I would add some colliders to the bones. These are not placed "in front" but at the center of the model, with their radius set to an appropriate value for the enemy. Low poly combat drone V VoodooPlay (33) 788 users have favourite this asset (788) FREE License agreement Standard Unity Asset Store EULA License type Extension Asset File size 8.2 MB Latest version 1.0 Latest release date Original Unity version 5.5. It unity in 1939 that was never approached in the years 1914-1918. Since I am not going for location damage ("headshots") or bodily precision all my enemies have a single capsule collider. Of the means available to the battalion commander for combat, the machine guns and. ![]() Most of these "hit" colliders simpy check the presence of a DamageModel component on the other object, which has a Damage() method. From swords to axes, fireballs to massive AOE attacks, players have come to expect a wide array of weapons and effects from their games. ![]() ![]() That way I have exact control over which frames are windup frames, which are contact frames, and which are downtime frames. I too use Animation Events to enable/disable coliders attached to enemy hands or weapons.
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