The Ammo component was added to the Gun prefab variant and Ammo’s Fire method is called from the Weapon’s Attack Started event. The Raycast to Target, Sound FX, and Visual FX method calls were moved from Attack Started to the Fired event. Out of Ammo and Reloaded will be used for effects and sounds related […]

Sound and Light Experiments

I decided to try something different for the foot step sounds. For the gunshots you’ll recall that I used a dynamic ring buffer that instantiated prefabs of the sounds that were disabled after a time. This time I’ve placed all of the audio sources under the Dragon to start with. I still use a ring […]

Animation Adventures

Nothing ever works out of the box. True Story. Here’s how to make Mixamo animations work when you import them into Unity. TL:DW here’s what you need to do: Download and import the FBX animations you want to work with. Highlight the lot of them. In the inspector, click Rig and then set the Animation […]

Visual and Sound FX Refactoring

I refactored the Sound FX and Sound FX Handler into a generic Pooled Object and Object Pool Handler. Attaching the Pooled Object component to any Game Object allows it to be reused via the Object Pool Handler that creates it. An Object Pool Handler stores its recyclable objects inside a Game Object specified in the […]

Armed and Dangerous

Step one is to get our zombie to chase us if we attack it even if it is out of range. To handle this I created a new component called Aggression which has a pair of events attached to it: Aggro Started and Aggro Ended. These are responsible for toggling the Search For Target component. […]