Survival Template Pro
Roadmap
  • Welcome!
  • Getting Started
    • Installation Guide
      • Demo Maps
    • Scene Setup
    • Frequently Asked
    • Integrations
  • Player
    • Character
    • Modules & Behaviours
      • Inventory
        • Item Container
      • Movement
      • Camera
      • Health
      • Building
      • Object Carry
      • Wieldable
      • Interaction
      • Crafting
      • Sleep
      • Audio
  • User Interface
    • UI Behaviours Manager
    • Behaviours
      • UI_Inventory
      • UI_Damage
      • UI_Vitals
      • UI_Wieldables
      • UI_Interaction
      • UI_Sleep
  • Interaction
    • Interactable
      • Demo Interactables
    • Extension
  • Inventory
    • Create Item
      • Item Info
      • Item Settings
      • Properties & Tags
      • Item Pickup
  • Wieldables
    • Overview
  • Surfaces
    • Create Surface
    • Code Examples
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On this page
  • Scope
  • Crosshairs
  • Ammo
  • Charge

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  1. User Interface
  2. Behaviours

UI_Wieldables

Here you'll learn what each UI Wieldable behaviour does.

Scope

Canvas Group: The canvas group used to fade the scopes in & out.

Scopes: All of the existing UI scopes.

Crosshairs

Default Crosshair: The default (starting) crosshair.

Canvas Group: The canvas group used to fade a crosshair in & out.

Crosshair Alpha: The max crosshairs alpha.

Alpha Lerp Speed: The speed at which the crosshairs will change their alpha.

Ammo

Animator: Reference to the animator used for the Ammo UI.

Magazine Text: A UI text component that's used for displaying the current ammo in the magazine.

Inventory Text: A UI text component that's used for displaying the current ammo in the storage.

Charge

Canvas Group: The canvas group used to fade the stamina bar in & out.

Charge Fill Images: UI images that will have their fill amount value set to the current charge value.

Fill Gradient: A gradient used in determining the color of the charge image relative to the current charge value.

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Last updated 3 years ago

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