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Detalis on the modules and behaviours present in STP.
Here you'll learn what each character health component does.
Here you'll learn what each character wieldable component does.
Here's the most asked questions that user's have regarding this asset.
Whether you created a new scene or want to import the asset functionality into your existing one, you'll need a few objects to make sure the scene will function properly.

Details on all of the included interactable types
Here you'll learn how to create an item
namespace SurvivalTemplatePro
{
public class InteractableTest : Interactable
{
public override void OnInteract(ICharacter character)
{
base.OnInteract(character);
// Do something when a character interacts with this.
// e.g. press a button
}
public override void OnHoverStart(ICharacter character)
{
base.OnHoverStart(character);
// Do something when a character starts looking at this object.
// e.g. Enable outline effect
}
public override void OnHoverEnd(ICharacter character)
{
base.OnHoverEnd(character);
// Do something when a character stops looking at this object.
// e.g. Disable outline effect
}
}
}namespace SurvivalTemplatePro
{
public class InteractableTest : MonoBehaviour, IInteractable
{
public bool InteractionEnabled { get; set; }
public string InteractionText => "Interaction Text";
public string DescriptionText => "Description Text";
public float HoldDuration => 0f;
public event UnityAction onInteracted;
public event UnityAction onDescriptionTextChanged;
public event UnityAction<bool> onInteractionEnabledChanged;
public void OnInteract(ICharacter character)
{
// Do something when a character interacts with this.
// e.g. press a button
}
public void OnHoverStart(ICharacter character)
{
// Do something when a character starts looking at this object.
// e.g. Enable outline effect
}
public void OnHoverEnd(ICharacter character)
{
// Do something when a character stops looking at this object.
// e.g. Disable outline effect
}
}
}Here you can learn what every item setting means



if (Physics.Raycast(ray, out RaycastHit hitInfo, m_MaxDistance, m_RayMask, QueryTriggerInteraction.Ignore))
{
// effect type
SurfaceEffects effectType = SurfaceEffects.BulletHit;
// audio volume multiplier
float audioVolume = 1f;
// useful for parenting decals to moving targets
bool shouldParentEffect = false;
SurfaceManager.SpawnEffect(hitInfo, effectType, audioVolume, shouldParentEffect);
}




















