Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Loading...
Here you'll learn what each UI Sleeping behaviour does.
Canvas Group: The canvas group used to fade the sleep UI in & out.
Max Canvas Alpha: The max alpha that will be reached when fading in.
Canvas Lerp Speed: The speed at which the sleep UI will be faded in & out.
Current Time Text: A UI text component that's used for displaying the current time while sleeping.
Background Rect: The background rect of this UI piece.
Animator: Reference to the animator used for the sleeping UI.
Show Trigger: The "show" animator trigger.
Hide Trigger: The "hide" animator trigger.
Number of Templates: How many time templates should be spawned each side.
Time Text Template: A prefab with a text component on it that will be instantiated.
Text Size Over Distance: How will the text scale over the duration of its lifetime.
Text Y Position Over Distance: How will the text y position change over the duration of its lifetime.
Text Color Over Distance: How will the color of the text change over the duration of its lifetime.
Here you'll learn what each UI Wieldable behaviour does.
Canvas Group: The canvas group used to fade the scopes in & out.
Scopes: All of the existing UI scopes.
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.
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.
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.
Here you'll learn what each UI Damage behaviour does.
Alpha Damage Weight: How much will the alpha of the effects be affected by the amount of damage received.
Blood Screen Fader: Image fading settings for the blood screen.
Blood Screen Fader Damage Threshold: How much damage does the player have to take for the blood screen effect to show.
Directional Damage Indicator Fader: Image fading settings for the directional damage indicator.
Directional Indicator Distance: The damage indicator distance (in pixels) from the screen center.
Here you'll learn what each UI Inventory behaviour does.
Wieldable Tags: All of the item tag(s) that correspond to the wieldables.
Clothing Tags: All of the clothing tag(s) that correspond to clothing items.
Dragged Item Scale: The visual scale of the dragged item.
Dragged Item Alpha: The transparency of the dragged item.
Slot Template: Slot template prefab that will be instantiate when an item gets dragged.
Panel: The UI panel used in showing / hiding the underlying images.
Interactable Name Text: A UI text component that's used for displaying the current interactable's name.
Separator: An image that separate the name text from the description text (optional). It gets disabled when the current interactable doesn't have a description.
Description Text: A UI text component that's used for displaying the current interactable's description.
Interact Progress Image: An image that used in showing the time the current interactable has been interacted with.
Rect Transform: The main rect transform that will move the interactable's center (should be parent of everything else).
Canvas Group: The canvas group used to fade the item pickup displayer in & out.
Interact Progress Image: An image that used in showing the time the current interactable has been interacted with.
Name Text: A UI text that's used for displaying the observed item pickup's name.
Description Text: A UI text that's used for displaying the observed item pickup's description.
Item Icon: An UI Image that's used for displaying the observed item pickup's icon.
Stack Object: An object that will be enabled based on if the observed item has a stack that's bigger than one and otherwise disabled.
Stack Text: A UI text that's used for displaying the observed item pickup's current stack size.
Weight Text: A UI text that's used for displaying the observed item pickup's weight.
Weight Suffix: A string that will be added at the of the weight amount (e.g. amount + "KG" or "LBS")
Custom Item Offset: An offset that will be applied to the position of the "rect transform".
Here you'll learn what each UI Vitals behaviour does.
Health Bar: The health bar image, the fill amount will be modified based on the current health value.
Energy Bar: The energy bar image, the fill amount will be modified based on the current energy value.
Thirst Bar: The thirst bar image, the fill amount will be modified based on the current thirst value.
Hunger Bar: The hunger bar image, the fill amount will be modified based on the current hunger value.
Canvas Group: The canvas group used to fade the stamina bar in & out.
Fill Bar: The stamina bar image, the fill amount will be modified based on the current stamina value.
Hide Duration: Represents how much time it takes for the stamina bar to start fading after not decreasing.
Alpha Lerp Speed: How fast will the stamina bar alpha fade in & out.