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hitbox:start [2023/12/29 02:59] Mistermind |
hitbox:start [2023/12/29 04:02] Mistermind |
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- | ===== Introduction | + | ===== Editor Tools ===== |
To use the editor, drag a 2D animation file into the **Animation Clip** field. To preview the animation, assign a [[character: | To use the editor, drag a 2D animation file into the **Animation Clip** field. To preview the animation, assign a [[character: | ||
{{ : | {{ : | ||
- | To add a new hit box click on **Add Hit Box**. Right click on it to display all the options for the hitbox such as shape, collision type and hit type (as seen in the screenshot to the right). | + | To add a new hit box click on **Add Hit Box**. Right click on it to display all the options for the hitbox such as shape, collision type and hit type. |
- | {{ : | + | {{: |
- | * **Body Part:** A tag representing the body part inside UFE. | + | |
- | * **Link:** The body part related to the character on screen. Navigate through the mesh and select the bone that best cover the selected body part. | + | |
* **Shape:** Circle or Rectangle shape hitbox. | * **Shape:** Circle or Rectangle shape hitbox. | ||
- | * (Circle) **Radius:** How big the hitbox is. Its recommended that yellow hitboxes cover as much ground as possible to avoid unexpected cross-overs during battle. | ||
- | * (Circle) **Off Set:** Off set the hit boxes around the character body if needed. Be careful with high values, as different animations can cause unexpected positioning. | ||
- | * (Rect) **Rectangle**: | ||
- | * (Rect) **Follow Bounds (X/Y):** Toggle this if the rectangle shape is to follow the bounds of the character. | ||
* **Collision Type: | * **Collision Type: | ||
* Body Collider (yellow hitboxes): Movement and hit collision. Opposing yellow hitboxes cannot overlap. | * Body Collider (yellow hitboxes): Movement and hit collision. Opposing yellow hitboxes cannot overlap. | ||
* Hit Collider (green hitboxes): Hit collision only. Opposing green hitboxes can overlap. | * Hit Collider (green hitboxes): Hit collision only. Opposing green hitboxes can overlap. | ||
* No Collider (white hitboxes): No collision. Use these for body parts that are not considered hitboxes but can be a [[move: | * No Collider (white hitboxes): No collision. Use these for body parts that are not considered hitboxes but can be a [[move: | ||
- | * Throw Collider (red hitboxes): Used to detect attacks that have hittype | + | * Throw Collider (red hitboxes): Used to detect attacks that have hit type of Throw. |
* **Hit Box Type: | * **Hit Box Type: | ||
* High: If a non-knockdown attack hits this hitbox, '' | * High: If a non-knockdown attack hits this hitbox, '' | ||
* Low: If a non-knockdown attack hits this hitbox, '' | * Low: If a non-knockdown attack hits this hitbox, '' | ||
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+ | Now that you selected the proper shape and types, right click on the empty field to the left to create a new set of active frames for the hitbox to appear active.\\ | ||
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+ | Drag the edges of the rectangle to move, retract or expand the active frames for this hitbox. | ||
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+ | Now, right click on the recent created active frames to see the new options. | ||
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+ | Click on **Edit** to adjust the position, width and height (if its a rectangle) or radius (if its a circle). | ||
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