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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