Collider

The Collider configuration is where you can setup the collider for the ability in game. A collider is needed for the ability to interact with other objects and apply effects etc. If enabled then ABC will add the collider to the ability before it is spawned in game.

Additional settings in this section allow you to configure the collider, like setting the radius and any position offset from the ability object origin. You can also set for the collider to appear after a delay or a key press, which can be used for bomb type abilities.

Allowing for ABC to add and setup a collider is optional. If you untick 'Add Collider' then ABC will not add a collider. However one is required for the ability to interact. It is important that if this is unticked you add your own collider to the Ability Graphic Object so that it can still interact in game. Manually adding the collider allows you to control which type of collider appears on the ability.

Collider Collision Types

At the bottom of this section you can set what type of collision type the ability uses. Depending on the collision type the ability can interact in different ways, for example 'On Enter' will trigger the ability interaction/effect application once, where 'On Stay' will keep interacting and applying effects.

Each type is based on Unity's collision system. The following options can be selected:

Collision Type

Information

On Enter

Ability will collide/interact/apply effects when the ability begins touching another rigidbody/collider.

On Stay

Ability will collide/interact/apply effects for the whole duration that the ability is touching another rigidbody/collider.

When ticked an additional setting will appear allowing you to configure how often the ability will collide, if 0 is entered then on stay will run within the update loop as normal

On Exit

Ability will collide/interact/apply effects when the ability stops touching another rigidbody/collider.

Particle Collison

Ability will collide/interact/apply effects when ever the ability particle collides. This uses a lot more performance.

Note: "World Collision” setting on the Unity Particle component needs to be enabled for particle collisions to occur

On Stay is recommended For abilities which cause damage whilst the enemy remains in contact, for example poison on the ground.

Notable Settings

Setting

Description

Time Delay

If ticked then the collider will be enabled after a set delay

Key Delay

If ticked then the collider will be enabled after a key/button trigger is pressed. Once enabled a selection will appear to setup the key or button to use

Enable Collision After Key Press

If ticked then collision will be enabled after a key/button trigger is pressed. Once enabled a selection will appear to setup the key or button to use.

This setting is useful for remote grenade type abilities which would blow up after a key press.

It is highly recommended to read the tooltips in the blue boxes for a full description on what each setting does

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