Wieldable

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

Player Wieldables Input (Behaviour)

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

Wieldables Controller (Module)

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Controller responsible for equipping and holstering wieldables.

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

Wieldable Inventory Select Handler (Module)

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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)

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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)

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Handles object carry wieldable carriable display count.

Character Ray Generator (Module)

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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)

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

Removes the need for long transform hierarchies.

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