SETUP GUIDE
Animation Event and Event Receiver
There are animation events already set up as On Footstep
and On Attack
at the monster’s animation files.
At the Animator
object inside a monster prefab, there is a Animation Event Receiver
script attached to it, which will receive these events and can be used to trigger some functions when the event is fired.
For example, in the PF Skeleton – Archer
prefab, the On Attack
event is used to trigger the Launch
function of the Projectile Launcher
script, so the archer skeleton can actually shoot an arrow.

About Monster Prefabs
For every kind of monster, there is only one original prefab, and the skin variations are set up as prefab variant of that original prefab.
Custom Sort Axis
It is recommended that you set Transparency Sort Mode
to Custom Axis
and Transparency Sort Axis
to [0,0,1]
at the graphics settings.

Sorting Order Glitch with Multiple Monster
You may see some glitch when two monsters are too close. It happens when the two monsters take up the same z space. Give them different z position value will solve the problem.
You can set the monster’s z scale to a smaller value like 0.1 (but avoid setting it to 0), so that it takes up less z space.



Skin Weights
For best animation quality, in Project Settings/Quality
, Skin Weights
should be set to at least 2 Bones
.

Input System in Unity 6.1
For compatiblity, the default input method in this asset still uses the old input manager. And in Unity 6.1, the old input manager is no longer the default option.
If you encounter any error regarding the input system. Please change the Active Input Handling
in Project Settings/Player
to Both

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