CombatCover
Set up a cover that AI can detect and reach within a zone to hold.
If the component gets disable (e.g. building part holding the component gets destroyed and hidden) the cover becomes unreachable.
If the component gets disable (e.g. building part holding the component gets destroyed and hidden) the cover becomes unreachable.
ColliderAlwaysActive
Attach this component to a prefab / building sub gameobject with a Collider component.
This will allow to make the collision never disabled at distance and will increase the renderingdistance of the entire prop (up to 4 km).
NOTICE: This technique is terrible for performance and itโs suggested to be used only when really necessary (like for big bridges and props). Also consider using very simple and optimized colliders in this king of props.
This will allow to make the collision never disabled at distance and will increase the renderingdistance of the entire prop (up to 4 km).
NOTICE: This technique is terrible for performance and itโs suggested to be used only when really necessary (like for big bridges and props). Also consider using very simple and optimized colliders in this king of props.
RadioManager
Turn an in game prop into a working radio to place near your artillery battery.
PathfindingIgnore
Attach this to a propโs GameObject with an attached collider to set which kind of units/vehicles can walk on top of this collider.
AmmoRefillCrate
Turn the collider into an ammo refill crate. Use idโs of ammos and items in the string tables.
You can use most of the Unity default components such as Collider, LODGroups, ParticleSystem, AudioSource, Light and so on, but make sure to use them properly to avoid big performance loss in game.
Camera component instead must never be used.
You can use most of the Unity default components such as Collider, LODGroups, ParticleSystem, AudioSource, Light and so on, but make sure to use them properly to avoid big performance loss in game.
Camera component instead must never be used.