🏹Bow
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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.
Please check MShootable and MWeapon Properties to understand what every common property does.
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.
Reference for the Game object that moves the cord of the Bow. This will be placed on the hand of the character.
Offset between the Hand bone position and the Knot
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
Reference for the Upper bones of the bow
References for the lower bones of the bow
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.
Which Axis is going to be used to Bend the bow in the upper chain
Which Axis is going to be used to Bend the bow in the lower chain
How Far the bow is going to bend
You can preview bow bending right in the editor. But first, make sure all the Initial values for the chains and Knot are stored.