Animal Controller
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On this page
  • Overview
  • Common Properties
  • Requirements (Bow)
  • Parameters
  • Knot
  • KnotHand Offset
  • Default Knot Position
  • Upper Chain
  • Lower Chain
  • Store Initial BowPosition and Rotation
  • Upper Rotation Axis
  • Lower Rotation Axis
  • Max Tension
  • Bow Tension Preview

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  1. Main Components
  2. Weapon Manager

Bow

PreviousMShooteableNextPath Constraint

Last updated 3 months ago

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Overview

The Bow component is an extension of the Shooteable component. It has all the properties from the shootable, plus some extra settings for creating a bow, bending the bow and using the bow knot to parent to the character's hand.

Common Properties

Please check MShootable and MWeapon Properties to understand what every common property does.

Requirements (Bow)

To create a bow you will need a skinned bow mesh with bones along the bow:

An Arrow Point gameObject to place the Arrow Tip, and a Knot GameObject to place the arrow back.

Parameters

Knot

Reference for the Game object that moves the cord of the Bow. This will be placed on the hand of the character.

KnotHand Offset

Offset between the Hand bone position and the Knot

Default Knot Position

The default position of the Knot when the bow is not bent. ⚠️This value needs to be stored in the editor. Use the [C] button

Upper Chain

Reference for the Upper bones of the bow

Lower Chain

References for the lower bones of the bow

Store Initial BowPosition and Rotation

Use this button to store the default position and rotation of the lower and upper bones of the bow when the bow is not bent. ⚠️These values need to be stored in the editor.

Upper Rotation Axis

Which Axis is going to be used to Bend the bow in the upper chain

Lower Rotation Axis

Which Axis is going to be used to Bend the bow in the lower chain

Max Tension

How Far the bow is going to bend

Bow Tension Preview

You can preview bow bending right in the editor. But first, make sure all the Initial values for the chains and Knot are stored.

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