Emerald AI Wiki
  • Home
  • Getting Started
    • Included Demo Scenes
      • Shooter AI Demo
      • Melee Combat Demo
      • Ranged Combat Demo
      • Summoning AI Demo
      • Healing Demo
      • Patrolling Demo
      • Inverse Kinematics Demo
      • Ragdoll Demo
      • Grenade Demo
      • Footsteps Demo
      • Random Waypoints Demo
      • Dynamic Wandering Demo
      • Health Bar Demo
      • Alignment Demo
      • Explosion Damage Demo
      • Sound Detection Demo
      • Fleeing Demo
      • Mouse Movement Demo
      • Companion Demo
      • Equippable Weapon Demo
      • Optimization Demo
      • Working Villager Demo
      • Debugging Demo Scene
    • Getting Started
    • Baking NavMesh
    • Setting up a Player with Emerald AI
    • Upgrading to URP and HDRP
    • Difference Between Emerald AI 3.0 and Emerald AI 2025
  • Help
    • Solutions to Possible Issues
    • Using the Wiki Search Tool
    • Release Notes
    • Support
  • 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
      • Creating a Coward AI
      • Creating a Passive AI
      • Creating a Pet AI
      • Creating Custom AI Behaviors
    • Combat Component
      • Assigning Combat Actions
      • Assigning Attack Transforms
      • Assigning Ability Objects
      • Weapon Type Amounts
    • Detection Component
      • Applying a Head Transform
      • Setting up the Detection Layers and Player Tag
      • 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
      • Drawing an AI's Destination
      • Drawing an AI's Line of Sight
      • Drawing an AI's Undetected Targets Line
      • Debug Log Targets
      • Debug Log Current Obstruction
    • 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
  • API
    • Accessing the EmeraldAPI Script
    • Available API
      • Movement API
      • Combat API
      • Faction API
      • Sound API
      • Animation API
      • UI API
      • Detection API
      • Behaviors API
      • Health API
      • Items API
    • Damaging an AI
    • Damaging a Custom Character Controller
    • Using the Built-in Object Pooling
  • Emerald Profiles & Objects
    • Ability Object
      • Bullet Projectile Ability
      • Grenade Ability
      • General Projectile Ability
      • Ground Projectile Ability
      • Aerial Projectile Ability
      • Arrow Projectile Ability
      • Melee Ability
      • Teleport Ability
      • Summon Ability
      • Healing Ability
      • Area of Effect Ability
      • The Collider Module
      • The Damage Module
    • Combat Action Object
      • Blocking Combat Action
      • Dodge Combat Action
      • Strafe Combat Action
      • Random Movement Combat Action
      • Switch Target Combat Action
      • Creating Custom Combat Actions Through Code
    • 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
      • Final IK
      • Invector
      • FPS Engine
      • Dialogue System
      • Quest Machine
      • Love/Hate
Powered by GitBook
On this page

Was this helpful?

  1. Getting Started

Setting up a Player with Emerald AI

Last updated 1 year ago

Was this helpful?

To get started, it is recommended that you use the included EmeraldGeneralTargetBridge script. This script can be attached to any GameObject, including players, which will then allow it to be properly detected and receive damage calls from AI.

Add the EmeraldGeneralTargetBridge component to your player. Upon doing so, it will add 2 additional components; a Faction Extension and a Target Position Modifier.

Note: If you created a , the Faction Extension and Target Position Modifier scripts will also be added. You will not need to have the EmeraldGeneralTargetBridge present if you are using a custom player bridge script.

The Faction Extension allows you to specify the faction the player will belong to. For this guide, we will be using the Player faction.

The Target Position Modifier works exactly as it does with AI. You simply need to apply a transform source that will be used as the aim point for other targets. For a detailed guide on setting this up, see the section.

Ensure your tags and layers are set for your player. These are project dependent and depend on the character controller you are using. Make sure that these are added to your AI's Detection Layers and Player Tag within their .

Your player object should now be able to be detected by other AI and receive damage through the EmeraldGeneralTargetBridge script. If you would like to have your custom player controller's health damaged directly, you will need to create a custom script. For a guide on this, see the section.

Target Position Modifier
Detection Component
Damaging a Custom Character Controller
custom player bridge script