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Here's the most asked questions that user's have regarding this asset.
Create Item
"How can I create my own Custom Items?"
Overview
"How can I create and configure a new Wieldable?
Create Surface
"How can I add Custom Impact Effects to STP?"
Detalis on the modules and behaviours present in STP.
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.
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
}
}
}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);
}


Here you'll learn what each character inventory components does.
Here you'll learn what each character object carry component does.
Here you'll learn what each character wieldable component does.
Here you'll learn what each character interaction component does.
Here you'll learn what each character audio component does.
Here you'll learn what each UI Inventory behaviour does.

Here you can learn what every item setting means
Details on all of the included interactable types





















