athena.west.180426
- Designer
- Educator
First I open the ShieldContinuous.ahap file in a text editor and scroll to the end of the file. You'll see this event where we specify the audio file to play with the haptics. You can use OnCollisionEnter for things like mines or other explosives when you want to make an explosion when something hits the object. Another example could be shattering of the fragile object like glass when something hit it. Of course, it also can be used to play sound effects! Note: This does not go in the Audio Source Component. Next, we only want this trigger to be activated if our character walks within the area of the object. We dont want it to trigger if an enemy or NPC walks within the area, so let’s set up a Unit which will allow for the identification of our player. If you look at the Rigidbody component, you will find that it has 2 additional values in Collision Detection compared to its Rigidbody2D counterpart: Continuous Dynamic and Continuous Speculative. These additional collision detection mod
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