Wieldable

Here you'll learn what each character wieldable component does.

Player Wieldables Input (Behaviour)

Delegates wieldable inputs (using the new Unity Input System) to the wieldable modules.

Wieldables Controller (Module)

Controller responsible for equipping and holstering wieldables.

Audio Player: The audio player that every wieldable will use.

Wieldable Inventory Select Handler (Module)

Takes care of selecting wieldables based on inventory items.

Holster Container: The corresponding inventory container (e.g. holster, backpack etc.) that this behaviour will use for selecting items.

Select On Start: Should this behaviour select the "starting slot item" on start.

Starting Slot: The fist slot that will be selected.

Inventory Based Wieldables: All of the Item Id - Wieldable pairs.

Wieldable Survival Book Handler (Module)

Handles enabling/disabling the survival book wieldable.

Survival Book Prefab: Corresponding survival book wieldable prefab.

Left Pages Object Name: The left pages object name of the book (used to parent the UI).

Right Pages Object Name: The right pages object name of the book (used to parent the UI).

Toggle Cooldown: How often can the survival book be enabled/disabled (in seconds).

Wieldable Object Carry Handler (Behaviour)

Handles object carry wieldable carriable display count.

Character Ray Generator (Module)

Generates direction rays, used by the wieldables.

Anchor: Transform used in determining the base ray position and orientation.

Walk Spread Mod: How much will walking affect (randomly spread) the final ray.

Run Spread Mod: How much will running affect (randomly spread) the final ray.

Crouch Spread Mod: How much will crouching affect (randomly spread) the final ray.

Airborne Spread Mod: How much will being airborne affect (randomly spread) the final ray.

Player Look Follow (Behaviour)

Makes this object follow the player's look without parenting.

Removes the need for long transform hierarchies.

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