Emerald AI Wiki
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  • Emerald Components (Required)
    • Animation Component
      • Creating an Animation Profile
      • Opening the Animation Viewer
    • Behaviors Component
      • Creating an Aggressive AI
      • Creating a Companion AI
      • Creating a Cautious AI
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    • Combat Component
      • Assigning Combat Actions
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    • Detection Component
      • Applying a Head Transform
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      • Faction Relations
    • Movement Component
      • Using the Align AI Settings
      • Using the Dynamic Wander Type
      • Using the Waypoints Wander Type
      • Using the Stationary Wander Type
      • Using the Destination Wander Type
    • Health Component
      • Setting up an AI's Health
      • Setting up an AI's Hit Effects
    • Sounds Component
      • Creating an AI's Sound Profile
  • Emerald Components (Optional)
    • Adding and Removing Optional Components
    • Cover Component
      • Applying the Cover Component
      • Setting up the Cover Component
      • Setting up Cover Nodes
    • Debugger Component
      • Applying the Debugger Component
      • Drawing an AI's Path
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    • Decal Component
      • Applying the Decals Component
      • Setting up the Decals Component
    • Events Component
      • Applying the Events Component
      • Creating an Event Through the Editor
      • Creating an Event Through Code
    • Footsteps Component
      • Applying the Footsteps Component
      • Setting up the Footsteps Component
    • Inverse Kinematics Component
      • Applying the IK Component
      • Creating an Animation Rig and Multi-Aim Constraint
      • More Info on the Animation Rigging Package
    • Items Component
      • Applying the Items Component
      • Creating Equippable Weapons
    • Location Based Damage Component
      • Applying the LBD Component
      • Assigning Colliders to the LBD Component
      • Damaging the LBD Component
    • Optimization Component
      • Applying the Optimization Component
      • Setting up the Optimization Component
    • Sound Detector Component
      • Applying the Sound Detector Component
      • Understanding the Sound Detector Settings
      • Using an Attract Modifier
    • Target Position Modifier Component
      • Setting up the TPM Component on an AI
      • Setting up the TPM Component on a Player
    • UI Component
      • Applying the UI Component
      • Setting up the UI Component
    • Weapon Collision Component
      • Applying the Weapon Collision Component
      • Setting up the Weapon Collision Component
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    • Damaging an AI
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    • Ability Object
      • Bullet Projectile Ability
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      • The Collider Module
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    • Combat Action Object
      • Blocking Combat Action
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    • Reaction Object
      • Creating a Reaction Object
      • Included Reaction Objects
    • Animation Profile
      • Creating an Animator Controller
      • Applying Animations
      • Regenerate Animator Controllers
      • Copying Animation Profiles
    • Sound Profile
      • Creating an AI's Sound Profile
      • Setting up Footstep Sounds
      • Setting up Attack Sounds
      • Setting up Warning Sounds
      • Setting up Death Sounds
    • Waypoint Profile
    • Footstep Surface Object
      • Creating a new Footstep Surface Object
      • Setting up a Footstep Surface Object
  • Emerald Managers
    • Setup Manager
      • Setting up an AI with the Setup Manager
    • AI Duplicator Manager
      • Duplicating an AI
    • Animation Viewer Manager
      • Opening the Animation Viewer
      • Previewing Animations
      • Creating and Applying Animation Events
      • Creating Attack Animation Events
    • Faction Manager
      • Modifying Factions Through the Faction Manager
    • Combat Text Manager
      • Adjusting the Combat Text Settings
      • Accessing the Combat Text System Through Code
  • Integrations
    • Integrations
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  1. Emerald Components (Optional)
  2. Weapon Collision Component

Setting up the Weapon Collision Component

Last updated 1 year ago

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Setting up the Weapon Collision Component

Now that the Weapon Collision Component has been applied to your AI's weapon object, you will need to adjust its size.

Note: If you have not already applied the Weapon Collision Component to your AI's weapon object, please see the section.

With the weapon's "Edit Collider" enabled, adjust the size of the collider to fit the area of your AI's weapon you'd like to cause damage.

Next, open the Animation Viewer through your AI's Animation Profile. This will open the Animation Viewer and allow you to view your AI's animations within the scene view. Select one of your AI's attack animations through the Current Animation pulldown. Next, set the Event Type to Enable Weapon Type 1 Collider (or Type 2 depending on what weapon type your AI is using).

Find the frame you would like the weapon's collider to start being enabled. When you have found it, press the event button with the + mark. This will automatically add an Animation Event to your AI's animation to enable the weapon collider.

You will need to assign your AI's weapon's name to the String parameter. This allows the event to know which weapon to enable.

Important: Ensure you type your AI's weapon's name exactly as it's shown or it will not be enabled.

Next, do the same thing, but this time, use the DisableWeaponCollider Animation Event and find the frame you'd like the weapon collider to be disabled.

Important: You will need to do this for each melee attack animation your AI is using. This process only needs to be done once. After these events have been created, they can be used by other AI who share an Animation Profile.

Once you are finished, press the Apply Changes to save the Animation Events that were created.

Note: Now that the needed Animation Events have been set up, there's still one more step below.

If you haven't already done so, you will need to add the Items Component to your AI. You can do this by searching for the EmeraldItems script and dragging it onto your AI.

Next, open the Weapon Settings foldout and assign your AI's weapon to the Held slot. This should be the same weapon that you assigned in the Animation Event above.

Important: Ensure this is the same object with the same name as assigned above. If this is left blank, the Animation Event created above will not be able to work.

Test your AI against one of the included targets to ensure everything is working correctly and that the target is properly receiving damage. Keep in kind that this requires the weapon to physically hit a target. If an AI's weapon collider is unable to hit their target, you can adjust the size of the collider as needed.

Note: See the section for a quick guide for opening the for your AI.

Note: You can watch the collider during runtime within the scene view and with . However, this will only work if the AI is selected.

Opening Animation Viewer
Unity's Gizmos enabled
Applying the Weapon Collision Component